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Made by kyfex <3"},"Zipmover Gear Field":{"Zipmover Gear Field":"When placed in a Template Zipmover, it renders gears similar to a regular Zipmover"},"[WIP] Zone Trigger Entity":{"[WIP] Zone Trigger Entity":"An entity that triggers any Triggerable Zones with the same key"},"Respect Fake Transition Camera Trigger":{"Respect Fake Transition Camera Trigger":"An trigger that makes the camera stop on Fake Room Transitions if the player is inside"},"Easy Custom Wind":{"Easy Custom Wind":"Custom wind that doesn't use a custom WindController (useful in certain situations)"},"Complete Level Without End":{"Complete Level Without End":"Completes the current level without kicking you out of the level"},"[WIP] Triggerable Zone":{"[WIP] Triggerable Zone":"A Trigger Trigger that only triggers when a Zone Trigger Entity with the right key enters it"},"Player Clone Renderer":{"Player Clone Renderer":"Renders the player again with the given offset"},"Booster Redirector [Green] / Booster Redirector [Red] / Booster Redirector [Custom]":{"Booster Redirector [Custom]":"An entity that redirects a booster if the player collides with it","Booster Redirector [Green]":"An entity that redirects a booster if the player collides with it","Booster Redirector [Red]":"An entity that redirects a booster if the player collides with it"},"Kevin Template Trigger":{"Kevin Template Trigger":"An entity that is meant to be used in an auspicioushelper template. When dashed into, its template will activate"},"Fake Room Transition":{"Fake Room Transition":"An entity that makes it look like the player is going through a room transition. You might want to look at the Respect Fake Transition Camera Trigger as well"}},"GameBanana/Mod/53697":{"Wormhole Booster":{"Wormhole Booster":"Booster that teleports you to the nearest of its kind, or kills you if none exist."},"Player Visual Modifier Trigger":{"Player Visual Modifier Trigger":"Creates a visual extension to the player regardless of skinmods.\\nExpands on the Skateboard Trigger from Strawberry Jam."},"Oshiro Faster Attack":{"Oshiro Faster Attack":"Toggles Oshiro attacking in his B-side pattern (every 1.916 seconds) in A-side maps."},"Affect Sprite Variable Trigger":{"Affect Sprite Variable Trigger":"Allows you to change the properties of an entity's sprite on a trigger\\n(Either, the player or the first entity that collides with the node)."},"Dash Zip Mover":{"Dash Zip Mover":"A zip mover that moves when the player dashes into it."},"Bullet Time Controller":{"Bullet Time Controller":"Slows down time while the player has dashes."},"Photosensitive Flag Controller":{"Photosensitive Flag Controller":"Sets a flag when photosensitive mode is enabled."},"Flag Breaker Box":{"Flag Breaker Box":"A Lightning Breaker Box that sets a flag when broken instead of turning off lightning in that room."},"Exploding Strawberry":{"Exploding Strawberry":"Strawberry that explodes when a pufferfish explodes."},"Show Hitbox":{"Show Hitbox":"Shows the hitboxes of specified entities while inside."},"UFO":{"UFO":"Flings the player and holdables when below, before moving to the next position."}},"GameBanana/Mod/705959":{"Chilling Core Block":{"Chilling Core Block":"A version of ice mode Core Blocks that's so cold it gives freeze frames when it breaks and respawns! Hot mode not included."},"Forcemove Field (Left) / Forcemove Field (Right) / Forcemove Field (Revoke) / Forcemove Field (Revoke on Walljump)":{"Forcemove Field (Left)":"Applies leftwards forcemove to the player for a specified time. (This entity is also jank)","Forcemove Field (Right)":"Applies rightwards forcemove to the player for a specified time. (This entity is also jank)","Forcemove Field (Revoke on Walljump)":"Revokes forcemove from the player if they walljump. (This entity is also jank)","Forcemove Field (Revoke)":"Revokes forcemove from the player. (This entity is also jank)"},"Boost Honey (Left) / Boost Honey (Right) / Boost Honey (Up)":{"Boost Honey (Up)":"Strange sticky substance that attaches to things like spikes and springs do.\\nBehaves similarly to Wall Boosters; when you're on a surface with them, you'll get extra speed once you jump off.\\nThe direction also toggles based off of core mode: it is upwards when Hot, and horizontal when Cold. Can be any direction on None core mode.","Boost Honey (Right)":"Strange sticky substance that attaches to things like spikes and springs do.\\nBehaves similarly to Wall Boosters; when you're on a surface with them, you'll get extra speed once you jump off.\\nThe direction also toggles based off of core mode: it is upwards when Hot, and horizontal when Cold. Can be any direction on None core mode.","Boost Honey (Left)":"Strange sticky substance that attaches to things like spikes and springs do.\\nBehaves similarly to Wall Boosters; when you're on a surface with them, you'll get extra speed once you jump off.\\nThe direction also toggles based off of core mode: it is upwards when Hot, and horizontal when Cold. Can be any direction on None core mode."},"Metal Bumper":{"Metal Bumper":"Like a bumper, but weirder. Instead of a normal Bumper's 4 zones, Metal Bumpers\\nhave 8 symmetrical launch zones for each of the 8 directions. Additionally, in\\nhot mode, the direction it launches you in is the opposite side you enter it,\\nbut in cold mode, it's on the same side like a regular Bumper.\\nIdea partially by evelyn"},"Flag on Forcemove Controller":{"Flag on Forcemove Controller":"This controller sets a flag while the player has forcemove. Can be customized to only activate on a specific direction."},"Reform Indicator":{"Reform Indicator":"Place this entity on top of a Core Block and it will become a reform indicator for that block, showing a block outline and visual meter for when and where the block will respawn."}},"GameBanana/Mod/452041":{"Custom Balloon":{"Custom Balloon":"A customizable bouncy balloon."},"Balloon (A Hat in Time)":{"Balloon (A Hat in Time)":"A bouncy balloon that gives an ultra speed boost when touched."},"Entity Mover (*Generic / Simple) / Entity Mover (Generic / Node Wait)":{"Entity Mover (*Generic / Simple)":"This entity allows you to move a target entity between the nodes with several easing options.\\nYou can choose whether the movement should be forced or additive.\\nRequests and ideas to @ellatas","Entity Mover (Generic / Node Wait)":"This placement is a more complex placement of the \"Generic / Simple\" one.\\nIt allows you to define a wait time for when the entity reaches a node.\\nRequests and ideas to @ellatas"},"Entity Modifier (Number) / Entity Modifier (String) / Entity Modifier (Bool) / Entity Modifier (Vector) / Entity Modifier (*Active/Collidable/Visible - Common Bools)":{"Entity Modifier (Number)":"The entity modifier is a powerful tool that allows you to change values in entities during gameplay.\\nThis placement is for modifying Integer and Float values.\\nPlease note that, for modded entities, this method can easily break when the modified entity is changed by its developers.\\nRequests and ideas to @ellatas","Entity Modifier (*Active/Collidable/Visible - Common Bools)":"The entity modifier is a powerful tool that allows you to change values in entities during gameplay.\\nThis placement allows you to modify the three common Bool values every entity has.\\nRequests and ideas to @ellatas","Entity Modifier (Vector)":"The entity modifier is a powerful tool that allows you to change values in entities during gameplay.\\nThis placement is for modifying Vector2 values. A Vector2 value common to every entity is Position.\\nPlease note that, for modded entities, this method can easily break when the modified entity is changed by its developers.\\nRequests and ideas to @ellatas","Entity Modifier (String)":"The entity modifier is a powerful tool that allows you to change values in entities during gameplay.\\nThis placement is for modifying String values.\\nPlease note that, for modded entities, this method can easily break when the modified entity is changed by its developers.\\nRequests and ideas to @ellatas","Entity Modifier (Bool)":"For the common Entity Bool values (Active, Collidable, Visible), you should use the \"Common Bools\" placement instead.\\nThe entity modifier is a powerful tool that allows you to change values in entities during gameplay.\\nThis placement is for modifying Boolean values.\\nPlease note that, for modded entities, this method can easily break when the modified entity is changed by its developers.\\nRequests and ideas to @ellatas"},"Player Shadow Controller":{"Player Shadow Controller":"A controller that lets you place a small snowball to jump on using the keybind.\\nThe button is Journal by default, but can be adjusted for your map with with a code mod import."},"P-Switch (Mario)":{"P-Switch (Mario)":"A holdable P-Switch entity that sets a flag for a set amount of time when pressed."},"Immediate Feather":{"Immediate Feather":"A feather that lets you take flight immediately, converting all your speed into feather physics."},"Temporary Flag (Reset Flag on Death/Transition)":{"Temporary Flag (Reset Flag on Death/Transition)":"Sets a flag that is unset on death or transition."},"Auto Save Interval Controller":{"Auto Save Interval Controller":"Saves the game automatically every few minutes. For wonky maps. See also: Auto Save Trigger"},"Tile Debug Decal Converter (Foreground) / Tile Debug Decal Converter (Background)":{"Tile Debug Decal Converter (Foreground)":"Place Debug Decal tiles on all foreground tiles of the specified type in this room.","Tile Debug Decal Converter (Background)":"Place Debug Decal tiles on all background tiles of the specified type in this room."},"Chainsaw (King of Thieves)":{"Chainsaw (King of Thieves)":"A chainsaw entity that chases towards you along its wall when you enter its sight."},"Save Speed Feather":{"Save Speed Feather":"A feather that conserves your entering speed and releases it when the flight ends."},"Push Box Button (Dadish)":{"Push Box Button (Dadish)":"A flag button that can be pressed by Push Boxes and optionally the player."},"Guide Arrow":{"Guide Arrow":"Displays a arrow above the players head that points towards the node.\\nA trigger without a node removes the arrow."},"Register Level Heart":{"Register Level Heart":"Functions like a crystal heart in terms of stats, but as a trigger."},"Moving Solid":{"Moving Solid":"A generic solid that moves between two nodes with a set easing."},"Ricochet Fist (King of Thieves)":{"Ricochet Fist (King of Thieves)":"A hazard fist, bouncing off walls according to the best laws of physics."},"Camera Peek Controller":{"Camera Peek Controller":"Allows the player to hold up or down for a short while and the camera will pan in that direction, making observing your surroundings easier."},"P-Switch Block (Mario)":{"P-Switch Block (Mario)":"A block or a coin, based on a flag. Goes with the P-Switch entity."},"Camera Entity Target Controller":{"Camera Entity Target Controller":"The Camera Entity Target Controller will pick the closest entity with the given type and make the camera lock in on it by setting the camera offset every frame."},"Entity Mover (Follow entity)":{"Entity Mover (Follow entity)":"This entity allows you to make an entity follow another entity.\\nPlace it on the entity that will be moved and place the node on the target entity.\\nYou can choose the approach mode and speed."},"Player Shield (Invincibility)":{"Player Shield (Invincibility)":"Gives a shield to the player which makes them invincible once."},"Time Freeze Controller":{"Time Freeze Controller":"Freeze time if nothing is pressed at the start of a room to make cycles more consistent."},"Colorful Debug Controller":{"Colorful Debug Controller":"A controller that can recolor various parts of your debug map.\\nCan be applied per room, room prefix or for the whole map."},"Auto Save":{"Auto Save":"Saves the game. See also: Auto Save Interval Controller"},"Entity Respriter (Direct) / Entity Respriter (XML)":{"Entity Respriter (XML)":"Use this version for entities which change the animation of their sprite (like bumpers when they get hit).\\nThe entity respriter is a powerful tool that allows you to change entity sprites during gameplay.\\nIt's also the only good way to resprite modded entities since they are not defined in the vanilla Sprites.xml file.\\nRequests and ideas to @ellatas","Entity Respriter (Direct)":"Use the XML version instead for entities which change the animation of their sprite (like bumpers when they get hit).\\nThe entity respriter is a powerful tool that allows you to change entity sprites during gameplay.\\nIt's also the only good way to resprite modded entities since they are not defined in the vanilla Sprites.xml file.\\nRequests and ideas to @ellatas"},"Notify Change Respawn":{"Notify Change Respawn":"A respawn trigger that gives the player a signal with particles and a sound."},"Pigarithm (Mario)":{"Pigarithm (Mario)":"A pig entity from Super Paper Mario that moves from left to right and back."},"Crash Game":{"Crash Game":"What do you think it does."},"Dash Magnet":{"Dash Magnet":"A scuffed entity that attracts your dash and throws you out at the other side.\\nNot recommended to use."},"Floaty Jump Controller":{"Floaty Jump Controller":"Allows you to hold jump to float in mid air."},"Extinguish Roaster":{"Extinguish Roaster":"A trigger to reset the Roaster Controller effect."},"Fire Flammable Block (Minecraft)":{"Fire Flammable Block (Minecraft)":"A block that can be burnt by the Fire entity."},"Super Hot Controller":{"Super Hot Controller":"Slows down the flow of time when not holding anything."},"Dispenser (Minecraft)":{"Dispenser (Minecraft)":"An entity that shoots arrows at the player when in line of sight."},"Flag Collect Strawberry":{"Flag Collect Strawberry":"A strawberry entity that can be collected and lost using flags."},"Entity Mover (Decal)":{"Entity Mover (Decal)":"This Entity Mover can move decals between nodes. For non-decal entities, please use the other Entity Mover versions."},"Flag Zone (Reset Flag on Leave)":{"Flag Zone (Reset Flag on Leave)":"The trigger sets a flag mirroring whether you're inside it."},"Mouse Rotator (Deltarune)":{"Mouse Rotator (Deltarune)":"This block is used in the annoying mice puzzles to rotate the mice. It can be moved by dashing to solve the puzzle."},"Trampoline (Mario)":{"Trampoline (Mario)":"A Super Mario World spring which converts X and Y speed when hit."},"Fire Trap (Terraria)":{"Fire Trap (Terraria)":"A small volcano that spits fire when you move over it."},"Lore Tablet":{"Lore Tablet":"Upon interaction, it displays a message, and sets a flag after the message is read."},"Mouse Hole (Spawner) / Mouse Hole (Exit)":{"Mouse Hole (Spawner)":"This block is used in the annoying mice puzzles to spawn mice when the button flag is set.","Mouse Hole (Exit)":"This block is used in the annoying mice puzzles to catch the mice and set a flag for puzzle completion."},"Exit Collab Level + Register Heart / Exit Collab Level":{"Exit Collab Level":"Exits the collab level without awarding a heart. Use with caution,\\nthe level is technically completed but all collabs use the heart for completion stats.","Exit Collab Level + Register Heart":"A combination of Exit Collab and Register Heart triggers. Acts like a CU2 mini heart."},"Slowdown Cobweb (Terraria)":{"Slowdown Cobweb (Terraria)":"A one-tile cobweb that slows you down and slowly fades after you enter."},"Push Box (Dadish)":{"Push Box (Dadish)":"A box that can be pushed around by walking into it, and pulled by grabbing it. Can interact with Push Box Buttons."},"Fire (Minecraft)":{"Fire (Minecraft)":"A fire entity that can spread on and burn the Fire Flammable Blocks."},"Debug Decal (Image) / Debug Decal (Animated Image) / Debug Decal (Rectangle) / Debug Decal (Line) / Debug Decal (Text)":{"Debug Decal (Text)":"Displays an message pulled from your English.txt in the Debug Map.","Debug Decal (Line)":"Displays a line in the Debug Map.","Debug Decal (Rectangle)":"Displays an rectangle (tile) in the Debug Map.","Debug Decal (Animated Image)":"Displays an animated image (like a decal) in the Debug Map.","Debug Decal (Image)":"Displays an image (like a decal) in the Debug Map."},"Roaster Controller (King of Thieves)":{"Roaster Controller (King of Thieves)":"Get roasted while you are on the ground or walls."},"Player State Flag":{"Player State Flag":"A controller that can set a flag based on the player's state."},"Swing Block (Earthblade)":{"Swing Block (Earthblade)":"A swing block that can be accelerated by grabbing and holding a direction, or by dashing into it."},"Flashlight Controller (It Steals)":{"Flashlight Controller (It Steals)":"Lights up a dark room by pressing the flashlight button.\\nThe button is Journal by default, but can be adjusted for your map with with a code mod import."},"Player Shadow Blocker":{"Player Shadow Blocker":"A zone where the Player Shadow Controller doesn't work."},"Mario Mole":{"Mario Mole":"A solid entity that moves from left to right and back."}},"GameBanana/Mod/460304":{"Dash Forward JumpThru UpsideDown":{"Dash Forward JumpThru UpsideDown":"Send DashCollisionData to solid it attached to."},"Dash Forward JumpThru":{"Dash Forward JumpThru":"Send DashCollisionData to solid it attached to."},"Dream Block Configurer (Reversed Dream Block Container)":{"Dream Block Configurer (Reversed Dream Block Container)":"Controls some extra action, similiar to Dream Dash Controller. (container)"},"Enable Trigger / Disable Trigger":{"Disable Trigger":"Enable a trigger when level start, and disable it when player enter.\\nSimilar to Flag Trigger which can control another trigger.","Enable Trigger":"Disable a trigger when level start, and enable it when player enter.\\nSimilar to Flag Trigger which can control another trigger."},"Dash Forward JumpThru Sideways left / Dash Forward JumpThru Sideways right":{"Dash Forward JumpThru Sideways left":"Send DashCollisionData to solid it attached to.","Dash Forward JumpThru Sideways right":"Send DashCollisionData to solid it attached to."}},"GameBanana/Mod/699106":{"Pipebomb Controller":{"Pipebomb Controller":"Pauses cavernHelper crystal bomb timers while inside pandorasBox pipes."}},"GameBanana/Mod/631638":{"Set Flag On Entity Count (Requires FrostHelper)":{"Set Flag On Entity Count (Requires FrostHelper)":"Sets a flag depending on the amount of entities in the room."},"Custom Satellite":{"Custom Satellite":"That one crystal heart thingy from Ch1, but better."},"Custom NPC":{"Custom NPC":"A very customizable NPC with many different AIs."},"Custom Enemy":{"Custom Enemy":"A very customizable Enemy with many different AIs and methods of destroying it."},"Dialog NPC":{"Dialog NPC":"A very customizable Dialog NPC with many different AIs and the ability to start C#/Dialog/Lua cutscenes."},"Solid Color Block":{"Solid Color Block":"A colored, resizable rectangle."},"Custom Intro Car":{"Custom Intro Car":"The ULTIMATE way to disappoint your players!"},"Dash Code Gate":{"Dash Code Gate":"A switch gate that gets activated by a sequence of dashes."},"Comfy Spot":{"Comfy Spot":"A very comf spot indeed.\\nAdding this to your map will add a comf counter to it, which allows your players to track all the comfs in your map!"},"Custom Badeline Boost":{"Custom Badeline Boost":"A Badeline Boost with a ton of customization options."},"Almighty Mighty Comf Door":{"Almighty Mighty Comf Door":"Full Name: The Almighty Mighty Comf Door Of Death And Suffering."}},"GameBanana/Mod/548940":{"Watchtower (Reference Frame)":{"Watchtower (Reference Frame)":"An on-rails watchtower that uses `CameraReferenceFrame`s instead of nodes."},"Camera Dolly":{"Camera Dolly":"See 'Camera Zoom'; While the player remains in the trigger, it sets the zoom factor bound from `Zoom Start` to `Zoom End` over `Duration` time. Resets when the player leaves."},"Camera Snap (Session Slider)":{"Camera Snap (Session Slider)":"`Camera Snap`, but allowing to to specify Session Sliders instead of discrete factors."},"Camera Snap":{"Camera Snap":"Multiplies the camera's snapping speed for both movement and zooming."},"Camera Reference Frame":{"Camera Reference Frame":"Specifies a camera position & zoom as a reference."},"Camera Zoom":{"Camera Zoom":"Specifies zoom factor bounds."},"Camera Zoom (Session Slider)":{"Camera Zoom (Session Slider)":"See 'Camera Zoom'; Allows you to specify Session Sliders instead of discrete zoom factors."},"Camera Frame Target":{"Camera Frame Target":"Vanilla's `Camera Target`, but using a `Camera Reference Frame` instead of a node to specify zoom & position."}},"GameBanana/Mod/654278":{"Zip Spirit":{"Zip Spirit":"Rushes at its node when the player gets close to the node. Kills on contact, but players dashing into it while green/yellow will bounce off."},"Merryana Boss":{"Merryana Boss":"Throws Temporary Swap Blocks for its attacks."}},"GameBanana/Mod/597196":{"Show/Hide Chapter Berries Trigger":{"Show/Hide Chapter Berries Trigger":"Shows or hides berries in the pause menu screen"}},"GameBanana/Mod/469298":{"Dash Toggle Block (0 Dashes, Blue) / Dash Toggle Block (1 Dash, Red) / Dash Toggle Block (2 Dashes, Pink) / Dash Toggle Block":{"Dash Toggle Block (1 Dash, Red)":"A block that is only collidable when Madeline has 1 dash","Dash Toggle Block":"A block that is only collidable when Madeline has N dashes","Dash Toggle Block (0 Dashes, Blue)":"A block that is only collidable when Madeline has 0 dashes","Dash Toggle Block (2 Dashes, Pink)":"A block that is only collidable when Madeline has 2 dashes"},"Dash Toggle Static Spinner (0 Dashes, Blue) / Dash Toggle Static Spinner (1 Dash, Red) / Dash Toggle Static Spinner (2 Dashes, Pink) / Dash Toggle Static Spinner":{"Dash Toggle Static Spinner (1 Dash, Red)":"A spinner that only kills when Madeline has 1 dash","Dash Toggle Static Spinner (0 Dashes, Blue)":"A spinner that only kills when Madeline has 0 dashes","Dash Toggle Static Spinner (2 Dashes, Pink)":"A spinner that only kills when Madeline has 2 dashes","Dash Toggle Static Spinner":"A spinner that only kills when Madeline has N dashes"}},"GameBanana/Mod/554564":{"Enable Zoom Out Controller":{"Enable Zoom Out Controller":"Enables zoom out for the current map.\\nGlobal (i.e. only one controller is expected per map)"}},"GameBanana/Mod/664530":{"Debug Hide Controller":{"Debug Hide Controller":"Hides the room this is placed in in the debug view."},"Limbo Refill":{"Limbo Refill":"Prevents the player from colliding with anything other than a Platform, Trigger, or Gate when held. Consumed when no inputs are pressed or held for more than 30 frames."},"Action Listener Controller":{"Action Listener Controller":"Runs a player collision when any specified action group is alerted. This is NOT an action."},"Booster Barrier":{"Booster Barrier":"Barrier that is solid when touched by a Booster, and intangible otherwise."},"Acceleration Field":{"Acceleration Field":"Accelerates any compatible entites within to a given speed."},"Snap To Consistent Dash Position":{"Snap To Consistent Dash Position":"Snaps the player's position and subpixel to a given position when they dash."},"Instant Transition Controller":{"Instant Transition Controller":"Makes all room transitions instant. Effect on gender is currently unknown."},"Mid-Step Portals":{"Mid-Step Portals":"Horizontal portals that teleport the player in the middle of their movement. May hurt performance, be careful."},"Cassette Flag Controller":{"Cassette Flag Controller":"Sets session flags based on the current beat index of cassette blocks. Cassette blocks are not needed in the room to make this work."},"Refill Rectangle (Green) / Refill Rectangle (Pink) / Refill Rectangle (Blue) / Refill Rectangle (Black) / Refill Rectangle (Rose) / Refill Rectangle (Cyan) / Refill Rectangle (Gold) / Refill Rectangle (Dark Green)":{"Refill Rectangle (Pink)":"Holds a refill placed on top of it and extends its hitbox to this rectangle.","Refill Rectangle (Blue)":"Holds a refill placed on top of it and extends its hitbox to this rectangle.","Refill Rectangle (Green)":"Holds a refill placed on top of it and extends its hitbox to this rectangle.","Refill Rectangle (Black)":"Holds a refill placed on top of it and extends its hitbox to this rectangle.","Refill Rectangle (Gold)":"Holds a refill placed on top of it and extends its hitbox to this rectangle.","Refill Rectangle (Dark Green)":"Holds a refill placed on top of it and extends its hitbox to this rectangle.","Refill Rectangle (Rose)":"Holds a refill placed on top of it and extends its hitbox to this rectangle.","Refill Rectangle (Cyan)":"Holds a refill placed on top of it and extends its hitbox to this rectangle."},"Action - Session Expression":{"Action - Session Expression":"Sets a value to the result of a session expression when alerted. For complex logic, use the Sandboxed Lua Action instead."},"Refill Circle (Green) / Refill Circle (Pink) / Refill Circle (Blue) / Refill Circle (Black) / Refill Circle (Rose) / Refill Circle (Cyan) / Refill Circle (Gold) / Refill Circle (Dark Green)":{"Refill Circle (Rose)":"Holds a refill placed on top of it and extends its hitbox to this circle.","Refill Circle (Dark Green)":"Holds a refill placed on top of it and extends its hitbox to this circle.","Refill Circle (Blue)":"Holds a refill placed on top of it and extends its hitbox to this circle.","Refill Circle (Gold)":"Holds a refill placed on top of it and extends its hitbox to this circle.","Refill Circle (Green)":"Holds a refill placed on top of it and extends its hitbox to this circle.","Refill Circle (Cyan)":"Holds a refill placed on top of it and extends its hitbox to this circle.","Refill Circle (Pink)":"Holds a refill placed on top of it and extends its hitbox to this circle.","Refill Circle (Black)":"Holds a refill placed on top of it and extends its hitbox to this circle."},"Static Floaty Space Block":{"Static Floaty Space Block":"Like a normal floating block, but doesn't oscillate."},"Height-Controllable Water":{"Height-Controllable Water":"Water that changes its height dynamically based on a session slider."},"Player Collider Crystal (One-dash refill) / Player Collider Crystal (Two-dash Refill) / Player Collider Crystal (Midair Refill) / Player Collider Crystal (Overcharge Refill) / Player Collider Crystal (Limbo Refill) / Player Collider Crystal (Dream Tunnel Refill) [+CommunalHelper] / Player Collider Crystal (None)":{"Player Collider Crystal (One-dash refill)":"Holdable theo-like crystal that shatters and triggers a player collider placed on top of it, or a one-dash refill if none is, when the player dashes while holding it.","Player Collider Crystal (Overcharge Refill)":"Holdable theo-like crystal that shatters and triggers a player collider placed on top of it, or an overcharge refill if none is, when the player dashes while holding it.","Player Collider Crystal (Two-dash Refill)":"Holdable theo-like crystal that shatters and triggers a player collider placed on top of it, or a two-dash refill if none is, when the player dashes while holding it.","Player Collider Crystal (Dream Tunnel Refill) [+CommunalHelper]":"Holdable theo-like crystal that shatters and triggers a player collider placed on top of it, or a dream tunnel refill if none is, when the player dashes while holding it.","Player Collider Crystal (Midair Refill)":"Holdable theo-like crystal that shatters and triggers a player collider placed on top of it, or a midair refill if none is, when the player dashes while holding it.","Player Collider Crystal (Limbo Refill)":"Holdable theo-like crystal that shatters and triggers a player collider placed on top of it, or a limbo refill if none is, when the player dashes while holding it.","Player Collider Crystal (None)":"Holdable theo-like crystal that shatters and triggers a player collider placed on top of it when the player dashes while holding it."},"Kickpad":{"Kickpad":"Sets the player's velocity direction to their facing direction when jumped on."},"Procedurally Generated Tilemap (Static) [Advanced] / Procedurally Generated Tilemap (Follow Player) [Advanced]":{"Procedurally Generated Tilemap (Static) [Advanced]":"Tilemap generated by a sandboxed Lua file, staying in place.","Procedurally Generated Tilemap (Follow Player) [Advanced]":"Tilemap generated by a sandboxed Lua file, generating around the player."},"Proximity Temple Eye":{"Proximity Temple Eye":"Temple eye that is closed by default, only opening when the tracked entity is near."},"Debug Wall":{"Debug Wall":"Creates a fake rectangle of either solid or background in the debug screen."},"Global Trigger Flag Listener":{"Global Trigger Flag Listener":"Converts a trigger to a map-global flag listener. The trigger will be considered as containing the player when the corresponding flag is set. May be unstable with triggers that expect to be in a level."},"Dream Field":{"Dream Field":"Non-solid dream block."},"Custom Outline / Custom Outline (Tile-Aligned)":{"Custom Outline (Tile-Aligned)":"Customizable block outline, tile-aligned by default.","Custom Outline":"Customizable block outline."},"Midair Refill":{"Midair Refill":"Lets the player hyper, super, or wallbounce in midair. Consumed when used."},"Text (Large) / Text (Normal) / Text (Small) / Text (Tiny) / Text (Tile) / Text (Square) / Text (Custom)":{"Text (Square)":"Arbitrary in-game text with a 5x5 font.","Text (Small)":"Arbitrary in-game text with a 5x3 font.","Text (Normal)":"Arbitrary in-game text with a 6x4 font.","Text (Large)":"Arbitrary in-game text with an 8x5 font.","Text (Tile)":"Arbitrary in-game text with an 8x8 font.","Text (Custom)":"Arbitrary in-game text with a custom font.","Text (Tiny)":"Arbitrary in-game text with a 4x3 font."},"Pinball Booster / Red Pinball Booster":{"Pinball Booster":"Booster that bounces when hitting walls.","Red Pinball Booster":"Red booster that bounces when hitting walls."},"Action Gate":{"Action Gate":"Alerts a set of action groups when crossed."},"Crystal Heart (Dashless)":{"Crystal Heart (Dashless)":"Crystal Heart that's collected on touch."},"Action - End Level":{"Action - End Level":"Ends the level when alerted."},"Angle Bumper":{"Angle Bumper":"Launches the player at a specified angle."},"Cycler":{"Cycler":"Moves entities in a circle. May break with modded entities that don't expect to be moved."},"Count Entities":{"Count Entities":"Sets a counter to the number of entities in the current room."},"Action - Lightning Strike":{"Action - Lightning Strike":"Summons a lightning strike at the node's position when alerted."},"Eager Special Session Variable Controller":{"Eager Special Session Variable Controller":"Flushes the values of special session variables to the actual level session periodically. Use this if Special Session Variables break with other mods."},"Refill Field (Midair On) / Refill Field (Midair Off) / Refill Field (Overcharge On) / Refill Field (Overcharge Off) / Refill Field (Limbo On) / Refill Field (Limbo Off)":{"Refill Field (Overcharge Off)":"Forces the overcharge refill state off.","Refill Field (Limbo Off)":"Forces the limbo refill state off.","Refill Field (Midair On)":"Forces the midair refill state on.","Refill Field (Midair Off)":"Forces the midair refill state off.","Refill Field (Overcharge On)":"Forces the overcharge refill state on.","Refill Field (Limbo On)":"Forces the limbo refill state on."},"Level End Trigger":{"Level End Trigger":"Ends the level when triggered."},"Dash Angle Restriction Trigger (Cardinal) / Dash Angle Restriction Trigger (Diagonal) / Dash Angle Restriction Trigger (Starfish) / Dash Angle Restriction Trigger (Custom)":{"Dash Angle Restriction Trigger (Cardinal)":"Restricts the player's dashes to cardinal directions only.","Dash Angle Restriction Trigger (Custom)":"Restricts the player's dashes to an arbitrary list of angles.","Dash Angle Restriction Trigger (Starfish)":"Restricts the player's dashes to 5 equal subdivisions. Inspired by Starfish by casju0.","Dash Angle Restriction Trigger (Diagonal)":"Restricts the player's dashes to diagonal directions only."},"Seeker Trigger":{"Seeker Trigger":"Turns the player into a custom-implemented player seeker. This is not the vanilla player seeker, and is instead an ad-hoc implementation to keep compatibility with vanilla entities."},"Limbo Barrier":{"Limbo Barrier":"Barrier that is solid for the player when they are under the effect of a Limbo Refill, and intangible otherwise."},"Refill Gate":{"Refill Gate":"Extends the range of a refill to where the gate is crossed."},"Grounded Refill / Grounded Refill (Two Dashes)":{"Grounded Refill (Two Dashes)":"Two-dash refill that refills when on safe ground.","Grounded Refill":"One-dash refill that refills when on safe ground."},"Elsewhere Watchtower":{"Elsewhere Watchtower":"Watchtower that starts at a defined position."},"Rim Light Controller (Composite) / Rim Light Controller (Multiply)":{"Rim Light Controller (Composite)":"Controller that draws a rim-lit shadow over the gameplay buffer.","Rim Light Controller (Multiply)":"Controller that multiplies a rim-lit shadow with the gameplay buffer."},"Speed Refill":{"Speed Refill":"Sets the player's speed to a value."},"Holdable Trajectory Controller":{"Holdable Trajectory Controller":"Changes the trajectory of thrown holdables."},"Flag Gate":{"Flag Gate":"Sets a flag to a given state when crossed."},"Exit Limbo Glitch State":{"Exit Limbo Glitch State":"Exits the limbo glitch state. This has nothing to do with the Limbo Refill."},"Seeker Kevin":{"Seeker Kevin":"Only activated by seekers. Collides with Seeker Barriers."},"Entity Globalizer":{"Entity Globalizer":"Makes an entity map-global. May be unstable with entities that expect to be in a level. May fail for some vanilla entities with weird constructors."},"Action - Freezeframe":{"Action - Freezeframe":"Applies a certain amount of freezeframes when alerted."},"Level Teleport":{"Level Teleport":"Teleports the player using Level.TeleportTo() to a given room in the same map, or optionally, a different one."},"Recoil Bumper":{"Recoil Bumper":"Bumper that bounces backwards when hit."},"Slider Wind Controller":{"Slider Wind Controller":"Controller that makes wind direction controlled by two session sliders, plus some base offset."},"Seekable Playback Watchtower":{"Seekable Playback Watchtower":"Watchtower that plays a given playback and lets the player scroll through its movement."},"Tungsten Cube / Tungsten Cube (Theo)":{"Tungsten Cube (Theo)":"Extremely heavy holdable. Can crush Madeline, and activates Touch Switches, Dash Switches, and breaks Dash Blocks. Restricts movement while held. Will kill Madeline if destroyed.","Tungsten Cube":"Extremely heavy holdable. Can crush Madeline, and activates Touch Switches, Dash Switches, and breaks Dash Blocks. Restricts movement while held."},"Action Trigger":{"Action Trigger":"Alerts a set of action groups when touched."},"Fastfall Block":{"Fastfall Block":"Broken when fastfalled through."},"Holdable Gate":{"Holdable Gate":"Extends the holdable's grab range to where the gate is crossed."},"Seeker Spinner":{"Seeker Spinner":"Kills Seekers and ScugHelper Player Seekers."},"Action - Kill Player":{"Action - Kill Player":"Kills the player when alerted."},"Custom Distortion":{"Custom Distortion":"Entity that distorts the screen using a given, optionally animated, texture."},"Slider Swap Block":{"Slider Swap Block":"Swap block that interpolates its position between its endpoints based on a slider."},"Center Camera":{"Center Camera":"Centers the camera on the player, respecting the set camera offset."},"Gripwall (Left) / Gripwall (Right)":{"Gripwall (Left)":"Wall that prevents climbing and may give back stamina/dashes.","Gripwall (Right)":"Wall that prevents climbing and may give back stamina/dashes."},"Action - Snowball":{"Action - Snowball":"Summons a oneshot snowball when alerted."},"Teleport":{"Teleport":"Teleports the player when entered."},"Jellyfish Fizzle Gate":{"Jellyfish Fizzle Gate":"Fizzles any jellyfish that go through it."},"Seeker (Fragile)":{"Seeker (Fragile)":"Killed when bounced on."},"Action - Give Key":{"Action - Give Key":"Gives a key to the player when alerted."},"Macabre Booster":{"Macabre Booster":"Red booster that kills the player if they don't dash out of it early."},"Global Trigger Action Listener":{"Global Trigger Action Listener":"Converts a trigger to a map-global action listener. The trigger will contain the player on only the instant the action group is alerted. May be unstable with triggers that expect to be in a level."},"Hiccup Refill":{"Hiccup Refill":"Makes the player hiccup."},"Water Color Controller":{"Water Color Controller":"Sets the color of water in the current room. Priority is in addition order."},"Boost Refill":{"Boost Refill":"Multiplies the player's speed."},"Square Gem":{"Square Gem":"Indestructible bouncy crystal."},"Flag-Controlled Temple Eye":{"Flag-Controlled Temple Eye":"Temple eye that is closed by default, only opening when a flag is set."},"Controllable Falling Block":{"Controllable Falling Block":"Falling block that switches gravity depending on which direction the player climbs."},"Seeker Refill":{"Seeker Refill":"Turns the player into a custom-implemented player seeker. This is not the vanilla player seeker, and is instead an ad-hoc implementation to keep compatibility with vanilla entities."},"Collide Gate":{"Collide Gate":"Performs a player collision at a specified position when crossed."},"Action - Set Player Inventory":{"Action - Set Player Inventory":"Sets the player's inventory when alerted."},"Hang Rail":{"Hang Rail":"Grabbable rail that inherits momentum."},"Action - Set Player State":{"Action - Set Player State":"Sets the player's state when alerted."},"GPU Spinner / GPU Spinner (Red) / GPU Spinner (Blue) / GPU Spinner (Purple) / GPU Spinner (Rainbow)":{"GPU Spinner (Purple)":"Spinner that renders its outline on the GPU. Useful for spinner-heavy maps. Retexturable.","GPU Spinner (Red)":"Spinner that renders its outline on the GPU. Useful for spinner-heavy maps. Retexturable.","GPU Spinner":"Spinner that renders its outline on the GPU. Useful for spinner-heavy maps. Retexturable.","GPU Spinner (Blue)":"Spinner that renders its outline on the GPU. Useful for spinner-heavy maps. Retexturable.","GPU Spinner (Rainbow)":"Spinner that renders its outline on the GPU. Useful for spinner-heavy maps. Retexturable."},"Controllable Temple Fall Controller":{"Controllable Temple Fall Controller":"Lets you control the player horizontally during StTempleFall."},"Action - Sandboxed Lua [Advanced]":{"Action - Sandboxed Lua [Advanced]":"When alerted, runs the given Lua file."},"Global Entity Action Listener":{"Global Entity Action Listener":"Converts an entity to a map-global action listener. The entity's player collision function will run the instant the action group is alerted. May be unstable with entities that expect to be in a level. May fail for some vanilla entities with weird constructors."},"Speedcheck Gate":{"Speedcheck Gate":"Checks the player's speed when crossed."},"Brass Berry":{"Brass Berry":"Berry that stays with the player, between save and quits and between death."},"Respawn Entities On Flag":{"Respawn Entities On Flag":"Prevents any compatible entities in this trigger from respawning unless a given flag is set to a given value. Also removes the entity if it is present when the flag is removed."},"Remove Tiles Controller":{"Remove Tiles Controller":"Removes all tiles from the map when loading. You will need to place alternate blocks for the player to stand on. Tile-based blocks with Blend In enabled will not render properly with this controller in the level."},"Raycasted Audio Controller":{"Raycasted Audio Controller":"Makes audio duck its volume based on occlusion from the top of the player's hitbox."},"Seeker Temple Gate":{"Seeker Temple Gate":"Opens when no seekers are left in the room (i.e. when all have been killed)."},"Input Spam Trigger":{"Input Spam Trigger":"Forces a certain input to be pressed every frame."},"Sandboxed Lua Gate [Advanced]":{"Sandboxed Lua Gate [Advanced]":"When crossed, runs the given Lua file."},"Action - Forward":{"Action - Forward":"Alerts a set of action groups when alerted."},"Overcharge Refill":{"Overcharge Refill":"Retains speed after a super or at the end of a dash. Gives 1.2x speed when performing a super. Consumed when a super is performed."},"Action - Session Expression Condition":{"Action - Session Expression Condition":"Alerts a set of action groups when alerted if a session expression is true. For complex logic, use the Sandboxed Lua Condition Action instead."},"Slider Approach Controller":{"Slider Approach Controller":"Makes a slider approach a value at a given speed when a flag is set."},"De-Seeker Field":{"De-Seeker Field":"Kills any seekers inside it, and turns a ScugHelper player seeker back to a normal player."},"Flag Switch (Both) / Flag Switch (Only On) / Flag Switch (Only Off)":{"Flag Switch (Only On)":"Turns a flag on when touched.","Flag Switch (Only Off)":"Turns a flag off when touched.","Flag Switch (Both)":"Swaps a flag between two values when touched."},"Action - Session Expression Listener":{"Action - Session Expression Listener":"Alerts a set of action groups when a session expression becomes true. For complex logic, use the Sandboxed Lua Listener instead."},"Instant Flag Block":{"Instant Flag Block":"Instantly disappears or reappears based on a flag."},"Freeze Refill":{"Freeze Refill":"Freezes the game until a button is pressed."},"Custom Kevin Controller":{"Custom Kevin Controller":"Controller that changes certain things about how Kevins (Crush Blocks) work."},"Baked Spinner Controller":{"Baked Spinner Controller":"Bakes all spinners in the room to a texture."},"Teleport Gate":{"Teleport Gate":"Teleports the player when crossed."},"Action Dash Switch (Up) / Action Dash Switch (Down) / Action Dash Switch (Left) / Action Dash Switch (Right)":{"Action Dash Switch (Right)":"Triggers some action groups when hit.","Action Dash Switch (Left)":"Triggers some action groups when hit.","Action Dash Switch (Down)":"Triggers some action groups when hit.","Action Dash Switch (Up)":"Triggers some action groups when hit."},"Discrete Movement Controller":{"Discrete Movement Controller":"> Changes movement code to only check for a solid at every Nth subdivision along Madeline's movement vector, and fall back to normal movement code if a solid is found. Will entirely break jumpthrus, and can let Madeline clip through walls if going fast enough."},"Action - Flag Listener":{"Action - Flag Listener":"Alerts a set of action groups when a flag becomes a given state."},"Fuck Block / Fuck Block (Ignore Statelock)":{"Fuck Block (Ignore Statelock)":"A tile entity that forces the player's state to a specified state every time it's collided with by the player. Intentionally jank, have fun.","Fuck Block":"A tile entity that sets the player's state to a specified state every time it's collided with by the player. Intentionally jank, have fun."},"Physical Sand":{"Physical Sand":"Sand that falls according to a simple cellular automata, similar to powder toy games."},"Limbo Glitch State":{"Limbo Glitch State":"Triggers the \"limbo\" glitch state. This has nothing to do with the Limbo Refill. Do not use if you don't know what you're doing."},"Action - Pause Game":{"Action - Pause Game":"Pauses the game when alerted."},"Extremely Fragile Block":{"Extremely Fragile Block":"Broken when collided with in any way."},"Save Touch Switches":{"Save Touch Switches":"Saves which touch switches are currently turned on, making them permanently on for the rest of the session."},"Flag Barrier":{"Flag Barrier":"Barrier that is solid when a given flag is set to a given state."},"Remove Player":{"Remove Player":"Removes the player from the scene entirely. :)"},"Death Effect":{"Death Effect":"Plays a player death effect at the given position."},"Action - Play Sound":{"Action - Play Sound":"Plays a sound when alerted."},"Entity Barrier":{"Entity Barrier":"Barrier that is solid only for the a customizable list of entities, and intangible otherwise. Entities are specified via their namespaced type."},"Static Hitbox":{"Static Hitbox":"Prevents all changes to the player's hitbox while inside."},"Rebound Block (Grey) / Rebound Block (Green) / Rebound Block (Pink)":{"Rebound Block (Green)":"Rebounds the player, and gives back a dash.","Rebound Block (Pink)":"Rebounds the player, and gives back two dashes.","Rebound Block (Grey)":"Rebounds the player."},"Subpixel Kill Field":{"Subpixel Kill Field":"Player killbox that has precision to the subpixel level."}},"GameBanana/Mod/709506":{"Move Window Trigger":{"Move Window Trigger":"Moves the game window to a specified position. Requires the game to already be windowed."},"Freeze Game Trigger":{"Freeze Game Trigger":"Freezes the game for a specified amount of time."},"Minimize Game Trigger":{"Minimize Game Trigger":"Minimizes the game.\\nMay not work on platforms such as Wayland, where windows are wholly managed by the compositor."},"Message Box Flag Trigger":{"Message Box Flag Trigger":"Spawns a message box with buttons, each setting a flag when pressed."},"Popup Trigger":{"Popup Trigger":"Draws a hi-res popup onscreen, primarily consisting of a \"main\" rectangular part with text on it and a larger rectangle behind it meant to resemble a window border.\\nAdditionally, a fake \"close\" button is drawn. It is not actually clickable."},"Open Notepad Trigger":{"Open Notepad Trigger":"Opens the system's default text editor with a specified message."},"Resize Game Trigger":{"Resize Game Trigger":"Resizes the game. If it is in fullscreen, it is set to windowed first."}},"GameBanana/Mod/53663":{"Reverse Custom Clutter Switch":{"Reverse Custom Clutter Switch":"Clutter switches that take clutter out of cabinets and put it back.\\nCustomizable in the same way as Custom Clutter Switches."},"Custom Clutter Switch":{"Custom Clutter Switch":"Clutter switches that can have their sprites and other parameters changed."},"Custom Clutter Block":{"Custom Clutter Block":"Clutter blocks that can have their textures and sounds changed.\\nThe clutter folder and color must match the clutter folder and type of the corresponding switch."}},"GameBanana/Mod/578559":{"Template Zipmover":{"Template Zipmover":"A zip mover that can be made with a template. Supports multiple nodes and multiple stops. To add a stop use two stacked nodes"},"Recolorable Spinner":{"Recolorable Spinner":"Lots of recoloring options"},"Material Controller":{"Material Controller":"Adds a shader pass to the level. Somewhat complicated; heavily encouraged to read materials section on wiki before usage"},"Template Cassette Block":{"Template Cassette Block":"A cassette block that can be made with a template"},"Connected Container (template)":{"Connected Container (template)":"Container for entities and decals to be added to roomless templates (place empty template entity overlapping)"},"Die Water":{"Die Water":"Water that uhm. uh. kills you"},"Relative Spikes":{"Relative Spikes":"Spikes with recoloring options and options to fix common speed issues with spikes. With all options enabled, the spikes will kill you only if your velocity 'relative' to them is not moving away"},"Template Filler":{"Template Filler":"Place this entity so that it's covering your desired group of objects, and then it can be used as a template (make sure the room name starts with \"zztemplates-\")"},"Template Fake Wall":{"Template Fake Wall":"A fake wall that can be made with a template"},"Connected Bg Tiles (template)":{"Connected Bg Tiles (template)":"Background tiles that connect and can be used in roomless templates (place empty template entity overlapping)"},"Template Push Block":{"Template Push Block":"A block that can be pushed with dashes or springs. Full world collision."},"Spiral Boss Beam":{"Spiral Boss Beam":"A Boss Beam that rotates"},"Template Moveblock":{"Template Moveblock":"A move block that can be made with a template"},"Entity Marker":{"Entity Marker":"Finds an entity by ID and assigns it a string id. If put in a template, logs parent template's full path."},"Template Falling Block":{"Template Falling Block":"A falling block that can be made with a template. All interior solids collide with world."},"Template Channelmover":{"Template Channelmover":"A template that moves between two nodes based on a channel"},"Beam Blocker":{"Beam Blocker":"Stops  Spiral Boss Beam from going through this entity, similar to a wall"},"Anti 0f Zone":{"Anti 0f Zone":"Prevents certain zero-frameable inputs from happening while inside this entity"},"Template Swapblock":{"Template Swapblock":"A swap block that can be made with a template"},"Portal Gate (Horizontal)":{"Portal Gate (Horizontal)":"A portal that slices entities that are halfway though it"},"Template Holdable":{"Template Holdable":"A holdable that can be made with a template"},"Template Staticmover":{"Template Staticmover":"Attach a template to an existing solid"},"Release Holdable Trigger":{"Release Holdable Trigger":"Set holdable timer to 0, allowing immediate release"},"Channel Booster":{"Channel Booster":"A booster that can only be entered depending on its given channel"},"Channel Player Trigger":{"Channel Player Trigger":"Modifies a given channel when a player interacts with this trigger"},"Conditional Strawberry Collection Trigger":{"Conditional Strawberry Collection Trigger":"Forces the collection of a specific strawberry"},"Template Moonblock":{"Template Moonblock":"A moon block that can be made with a template"},"Connected Fg Tiles (template)":{"Connected Fg Tiles (template)":"Foreground tiles that connect and can be used in roomless templates (place empty template entity overlapping)"},"Tracked Cassette":{"Tracked Cassette":"A customizable cassette"}},"GameBanana/Mod/646208":{"Set Flag if Entity Exists":{"Set Flag if Entity Exists":"Sets a flag if the given entity type exists in the current room."},"Decal Cull Controller":{"Decal Cull Controller":"Culls all decals within a range of depths/textures that are too far away from the camera center."},"Lookout Blocker (Flag Toggled)":{"Lookout Blocker (Flag Toggled)":"A lookout blocker that only works if the given flag is set."},"Counter to Flag Trigger":{"Counter to Flag Trigger":"Sets a flag given a prefix and a counter's value."},"Boost Player Trigger":{"Boost Player Trigger":"Adds/multiplies the player's speed in the given direction."},"Entity Cull Controller":{"Entity Cull Controller":"Disables entities within a given radius around the camera center. Useful for reducing lag in large/complex rooms."},"Force Disable Refill Flash Controller":{"Force Disable Refill Flash Controller":"Disables the white flash in Madeline's hair when she refills her dash."},"Flag On Assist Controller":{"Flag On Assist Controller":"Sets a flag if an assist is changed from the default value."},"Force Camera Update Controller":{"Force Camera Update Controller":"Sets Player.ForceCameraUpdate to true every frame."},"Falling Lava":{"Falling Lava":"Lava that starts at the top of the screen and falls down."},"Force Load Spinners Controller":{"Force Load Spinners Controller":"Forces offscreen spinners to be loaded."},"Date Counter Controller":{"Date Counter Controller":"Sets various counters based on how far the current time is from a specified date."},"Set Flag While Player Colliding Controller":{"Set Flag While Player Colliding Controller":"Sets a flag to true if the player is currently colliding with a given type of entity."},"Death Redirect Controller":{"Death Redirect Controller":"Instead of dying, teleport the player to the specified room when a flag is active."}},"GameBanana/Mod/492673":{"Global Decal (!!Requires EotW!!)":{"Global Decal (!!Requires EotW!!)":"See the readme on github. This must be enabled using an appropriately configured Eye of the Wednesday."},"Entity Remover":{"Entity Remover":"Removes the entities at each node when activated"},"Music Layer Source (!!Requires EotW!!)":{"Music Layer Source (!!Requires EotW!!)":"See the readme on github. This must be enabled using an appropriately configured Eye of the Wednesday."},"Powerup Collectable":{"Powerup Collectable":"Another custom collectable"},"Fake Wall Dash Block":{"Fake Wall Dash Block":"A dash block that tracks as a fake wall so that e.g. NPC ui elements will be hidden \"behind\" it."},"Eye of the Wednesday (EotW)":{"Eye of the Wednesday (EotW)":"Enables certain Errand of Wednesday features. See the readme on github."},"Liftboost Block":{"Liftboost Block":"Grants a liftboost in the direction of the node when the player contacts the block."},"Abort Cutscene (Jank)":{"Abort Cutscene (Jank)":"This was meant to cancel a couple specific vanilla cutscenes under specific conditions."},"Flag Initializer":{"Flag Initializer":"Sets flags true when the map is first initialized or reset. Must be placed in a room called !eow or ~eow."},"Dyno Hold":{"Dyno Hold":"You can press grab to do a dyno. It's like a glider you can't pick up."},"Cannot Transition To (!!Requires EotW!!)":{"Cannot Transition To (!!Requires EotW!!)":"See the readme on github. This must be enabled using an appropriately configured Eye of the Wednesday."},"Area introduction Cutscene":{"Area introduction Cutscene":"Used to build a cutscene that pans the camera across a few rooms and displays and area title just like a real metroidvania."},"Refill Bubbler (!!Requires EotW!!)":{"Refill Bubbler (!!Requires EotW!!)":"See the readme on github. This must be enabled using an appropriately configured Eye of the Wednesday."},"Self-Destruct Sequence Activate Trigger":{"Self-Destruct Sequence Activate Trigger":"Activates a self-sequence that ends the map if time runs out"},"Respawn Target if Gravity Normal / Respawn Target if Gravity Inverted":{"Respawn Target if Gravity Normal":"Respawn target that only goes off if gravity is normal.","Respawn Target if Gravity Inverted":"Respawn target that only goes off if gravity is inverted."},"Self-Destruct Sequence Cancel Trigger":{"Self-Destruct Sequence Cancel Trigger":"Cancels an active self-destruct trigger"},"Watchtower Decal":{"Watchtower Decal":"Decal that appears depending on whether the player is using a vanilla watchtower"},"Verge Block (!!Requires EotW!!)":{"Verge Block (!!Requires EotW!!)":"See the readme on github. This must be enabled using an appropriately configured Eye of the Wednesday."},"Popping Mirror (!!Requires EotW!!)":{"Popping Mirror (!!Requires EotW!!)":"See the readme on github. This must be enabled using an appropriately configured Eye of the Wednesday."}},"GameBanana/Mod/660135":{"Bluetooth Refill":{"Bluetooth Refill":"Refill crystal that can be collected by holdables"},"Scramble Rubiks Cube Trigger":{"Scramble Rubiks Cube Trigger":"Applies a configurable amount of random turns to a Rubiks Cube state"},"Set LiftSpeed Trigger":{"Set LiftSpeed Trigger":"Forcibly sets  the player's LiftSpeed (to be used for LiftBoost)"},"Dream Jump Refill":{"Dream Jump Refill":"Allows for a second non-buffered dream jump (i.e. dtj)"},"Rubiks Cube":{"Rubiks Cube":"A Rubiks Cube\\nEither initialises a new cube when loaded, or reflects an already loaded cube if the name is not unique\\nCurrently only available as a 2D net"},"Rubiks Watchtower":{"Rubiks Watchtower":"Bino that allows control of a Rubiks Cube state"},"Turn Rubiks Cube Trigger":{"Turn Rubiks Cube Trigger":"Can either perform a specific turn, or select a single component of a turn to be applied later"},"Dream Block LiftSpeed Fix Trigger":{"Dream Block LiftSpeed Fix Trigger":"Enables dream block liftspeed fix (gives the dream block's liftspeed when entering stDreamDash)"}},"GameBanana/Mod/53700":{"Instant Teleport Trigger (Old, Basic)":{"Instant Teleport Trigger (Old, Basic)":"Teleports the player to a room and specified position."},"Instant Teleport Trigger (Old)":{"Instant Teleport Trigger (Old)":"Teleports the player to a room and specified position."},"Infinite Dash Trigger":{"Infinite Dash Trigger":"Gives you infinite dashes while in the region"},"Theo Kill Barrier":{"Theo Kill Barrier":"A barrier that kills TheoCrystals."},"Activate Custom Player Playback Trigger":{"Activate Custom Player Playback Trigger":"Triggers the activation of a given Custom Player Playback according to its ID when entered."},"Teleport Trigger / Teleport Trigger (Flash) / Teleport Trigger (Lightning) / Teleport Trigger (Glitch) / Teleport Trigger (Wipe)":{"Teleport Trigger (Wipe)":"Teleports a player to an associated Target in another room.","Teleport Trigger":"Teleports a player to an associated Target in another room.","Teleport Trigger (Glitch)":"Teleports a player to an associated Target in another room.","Teleport Trigger (Flash)":"Teleports a player to an associated Target in another room.","Teleport Trigger (Lightning)":"Teleports a player to an associated Target in another room."},"Change Respawn If Flag Set Trigger":{"Change Respawn If Flag Set Trigger":"Changes the Player's Respawn Point if a given flag is set when entered."},"Instant Teleport Trigger (Old, Custom)":{"Instant Teleport Trigger (Old, Custom)":"Teleports the player to a room and specified position."},"Entity Muter":{"Entity Muter":"Mutes most entities it collides with."},"Dash/Stamina Refill Modifier":{"Dash/Stamina Refill Modifier":"Place over an entity to have its change the amount of dashes/stamina you get from acting on it."},"Audio Event Muter":{"Audio Event Muter":"A map-global entity that mutes a given Audio Event (can be on a flag)"},"Previous Berries To Flag (Map-wide)":{"Previous Berries To Flag (Map-wide)":"If a player completes a level and collects any given berry with ID A:B,\\nthe next time they enter the level the flag `VivHelper_PreviousCollectedBerries_A:B` will be set to true\\n(note A and B are numbers)"},"Seeker Gate":{"Seeker Gate":"Gate opens when seeker is within a defined distance from the center of the doorway."},"Teleport Target / Teleport Target (Customizable Speed Exit)":{"Teleport Target":"The point by which a player teleports using a (new) Teleport Trigger"},"Ripple Zone":{"Ripple Zone":"Makes the area covered by the Ripple Zone wiggle like the player does in water."},"Crumbling JumpThru":{"Crumbling JumpThru":"A semisolid platform which breaks after a set amount of time from contact with the player."},"Disable Neutrals During Carry Trigger":{"Disable Neutrals During Carry Trigger":"When entered, disables/reenables neutrals while carrying items such as Theo Crystals and Jellyfish"},"Refill Wall (Wrapper)":{"Refill Wall (Wrapper)":"Can link up with a refill physically touching it to create refills with variable size."},"~Solid Modifier (Blank) / CornerBoost Block Modifier / Touch Contact Modifier":{"~Solid Modifier (Blank)":"Enables changing of solids to be impacted by triggering on touch or improves cornerboosts on the block."},"Dash Code Heart Controller (Forsaken City) / Dash Code Heart Controller (Reflection) / Dash Code Heart Controller (Level Up) / Dash Code Heart Controller (Flash) / Dash Code Heart Controller (Glitch) / Dash Code Heart Controller (Custom Code)":{"Dash Code Heart Controller (Custom Code)":"Place this in a room with a Heart or MiniHeart to \"attach\" a dash code to spawn the heart in a given room.","Dash Code Heart Controller (Flash)":"Place this in a room with a Heart or MiniHeart to \"attach\" a dash code to spawn the heart in a given room.","Dash Code Heart Controller (Forsaken City)":"Place this in a room with a Heart or MiniHeart to \"attach\" a dash code to spawn the heart in a given room.","Dash Code Heart Controller (Level Up)":"Place this in a room with a Heart or MiniHeart to \"attach\" a dash code to spawn the heart in a given room.","Dash Code Heart Controller (Reflection)":"Place this in a room with a Heart or MiniHeart to \"attach\" a dash code to spawn the heart in a given room.","Dash Code Heart Controller (Glitch)":"Place this in a room with a Heart or MiniHeart to \"attach\" a dash code to spawn the heart in a given room."},"Red Dash Refill / Red Dash Refill (One Use)":{"Red Dash Refill (One Use)":"Replaces the next dash with a \"Red Bubble\" dash.","Red Dash Refill":"Replaces the next dash with a \"Red Bubble\" dash."},"Confetti Trigger":{"Confetti Trigger":"Spawns confetti when entered!"},"Temple Fall Trigger":{"Temple Fall Trigger":"Sets the player into the Temple Fall state, with a custom X position to reach."},"Instant Catchup Trigger":{"Instant Catchup Trigger":"When triggered, locks the camera to the appropriate position, with no smooth grade between points."},"Refill Potion":{"Refill Potion":"A holdable item that when dashed into, shatters to give you a refill."},"Audio Event Replacer":{"Audio Event Replacer":"A map-global entity that replaces a given Audio Event with another (can be on a flag)"},"Arbitrary Shape Killbox":{"Arbitrary Shape Killbox":"This will kill the player if the player collides with the shape."},"Warp Dash Refill / Warp Dash Refill (One Use)":{"Warp Dash Refill":"Replaces the next dash with a teleport that goes through walls.","Warp Dash Refill (One Use)":"Replaces the next dash with a teleport that goes through walls."},"Bumper Wrapper":{"Bumper Wrapper":"Place this over a Bumper to change its internal properties"},"Touch Switch Wall":{"Touch Switch Wall":"A touch switch with a custom rectangular hitbox."},"Audio Fixed Swap Block (Normal) / Audio Fixed Swap Block (Moon)":{"Audio Fixed Swap Block (Moon)":"Swap Block, except it never infinitely plays the pullback audio.","Audio Fixed Swap Block (Normal)":"Swap Block, except it never infinitely plays the pullback audio."}},"GameBanana/Mod/673091":{"Versatile Spring / Versatile Spring (Momentum)":{"Versatile Spring (Momentum)":"An improved spring that allows you to configure how it collides with the player and, most notably, holdables. Notably, allows holdables to be hit by the spring in the same direction as the orientation of the spring, just like the player.\\nAlso comes with a momentum variant that also works on holdables, amoung other cursed bullshit.","Versatile Spring":"An improved spring that allows you to configure how it collides with the player and, most notably, holdables. Allows holdables to be hit by the spring from behind just like the player.\\nAlso comes with a momentum varient that also works on holdables."},"State Pickup Controller":{"State Pickup Controller":"Allows you to pickup and throw holdables in additional states. Includes support for StSwim, StRedDash, StSummitLaunch, and StStarFly (feather state)."},"Blap Swock":{"Blap Swock":"An inverse swap block that swaps (or moves) the player towards a specifiied node upon dashing inside of the Blap Swock's radius.\\nAllows for some cursed movement tech (such as horizontal wallbounces) and also has a speed retention toggle."},"Dash Bumper / Dash Bumper (Fast) / SuperDash Bumper / SuperDash Bumper (Fast)":{"SuperDash Bumper":"A Bumper that forces a Superdash upon collision.","Dash Bumper (Fast)":"A Bumper that forces a dash upon collision (with speed retention goodiness).","Dash Bumper":"A Bumper that forces a dash upon collision.","SuperDash Bumper (Fast)":"A Bumper that forces a Superdash upon collision (with speed retention goodiness)."},"Node Refill / Node Refill (Two Dashes)":{"Node Refill":"A refill that teleports to the next node upon collection.","Node Refill (Two Dashes)":"A refill that teleports to the next node upon collection."},"Coyote Block":{"Coyote Block":"A Dash Block that gives coyote frames upon being dashed into. Has funny speed mode that preserveres speed upon performing a hyper/super."},"Always Boosting Controller":{"Always Boosting Controller":"Makes the player constantly boost as if they had just left a booster."},"SeaGlide":{"SeaGlide":"A holdable that makes the player move similar to a more agile feather while underwater."}},"GameBanana/Mod/542795":{"Holdable Priority Controller":{"Holdable Priority Controller":"When the player could pick up multiple holdables, this prefers the closest one to the player's hand position."},"Freeze TimeActive Controller (Expression)":{"Freeze TimeActive Controller (Expression)":"Freezes the Scene.TimeActive field; has some wacky effects."},"Freeze TimeActive Controller":{"Freeze TimeActive Controller":"Freezes the Scene.TimeActive field; has some wacky effects."}},"GameBanana/Mod/631648":{"Puffle O":{"Puffle O":"Custom collectable. If all of them are collected, an End Ring will set the Puffle O Flag when used."},"End Ring":{"End Ring":"The big ring that ends each level.\\nIntended to be used with a teleporter on top of it."},"Firework Box":{"Firework Box":"A box that launches you. Can be reused after a certain cooldown."},"Bounce Decal / Break Decal":{"Bounce Decal":"A bouncy decal.","Break Decal":"A bouncy decal that breaks when hit."},"Morph Box":{"Morph Box":"A box that cycles between three decals when hit, each with its own texture/sound/strength."},"Player Cannon (Blue) / Player Cannon (Green) / Player Cannon (Red) / Player Cannon (Purple) / Player Cannon (Checkpoint) / Player Cannon (Time Warp)":{"Player Cannon (Time Warp)":"A cannon that launches the player in the specified direction upon entering.\\nSlowdowns time and enables stylegrounds with the tag \"probananaTimeWarp\" while the time is slow.","Player Cannon (Checkpoint)":"wip","Player Cannon (Blue)":"A cannon that automatically launches the player in a fixed direction upon entering.","Player Cannon (Red)":"A cannon that rotates automatically. Launches the player when they press the jump button.","Player Cannon (Purple)":"A cannon that the player can rotate. Launches the player when they press the jump button.","Player Cannon (Green)":"A cannon that launches the player when they press the jump button.\\nIt can move or rotate between two angles."}},"GameBanana/Mod/620042":{"Intermittent Sound Source":{"Intermittent Sound Source":"Plays a sound repeatedly with a variable delay between sounds"},"Flag If Param Trigger":{"Flag If Param Trigger":"Sets a flag if a given parameter equals a given value"},"Snapshot Controller":{"Snapshot Controller":"Allows music to play at regular volume during dialogs and while the game is paused"},"Music Fade To Trigger":{"Music Fade To Trigger":"Fades a given parameter from its current value to a specified value"},"Darkness Fade To Trigger":{"Darkness Fade To Trigger":"Fades darkness alpha from its current value to a specified value"},"Disable Neutral Drop Controller":{"Disable Neutral Drop Controller":"Disables the player's ability to neutral drop holdables"},"Skip to Retry Controller":{"Skip to Retry Controller":"Replaces the Skip Cutscene button with Retry based upon a random chance"},"Unpause Controller":{"Unpause Controller":"Unpauses the game if the specified flag is true"},"Spotlight Controller":{"Spotlight Controller":"Allows for modifications or disabling of the intro and outro spotlight wipe"},"Parallax Decal":{"Parallax Decal":"A decal with modifiable X and Y parallax values. Similar to the effect in the decal registry"},"Idle Sound Controller":{"Idle Sound Controller":"Allows disabling of one or more of Madeline's idle sounds"},"Custom Dash Remover":{"Custom Dash Remover":"Allows removal of custom dashes from various helpers"}},"GameBanana/Mod/392184":{"Trigger Achievement":{"Trigger Achievement":"Awards an achievement when the player enters it, as long as certain conditions are met."},"Achievement Controller":{"Achievement Controller":"Awards an achievement when certain conditions are met."}},"GameBanana/Mod/697435":{"Grapple Crystal":{"Grapple Crystal":"A crystal that gives the player a grapple charge when collected."}},"GameBanana/Mod/572784":{"Theo In Booster Trigger":{"Theo In Booster Trigger":"Sets the Theo In Booster metadata boolean NOTE: YOU MUST SET THE THEO IN BOOSTER TO TRUE IN THE MAP OR IT WONT WORK"}},"GameBanana/Mod/672514":{"Momentum Theo Crystal":{"Momentum Theo Crystal":"Theo Crystal which flings the player with its momentum when picked up, and can keep the player's momentum when released"},"Dash Direction Trigger":{"Dash Direction Trigger":"Trigger which alters the direction and speed of the player's dash."},"Booster Bumper / Booster Bumper (Red) / Booster Bumper (Super)":{"Booster Bumper (Red)":"Bumper that causes a red dash in the direction it is hit.","Booster Bumper":"Bumper that makes you dash in the direction it is hit.","Booster Bumper (Super)":"Bumper that causes a super dash in the direction it is hit."},"Momentum Jellyfish":{"Momentum Jellyfish":"Jellyfish which flings the player with its momentum when picked up, and can keep the player's momentum when released"}},"GameBanana/Mod/486840":{"Pocket Umbrella Trigger":{"Pocket Umbrella Trigger":"Make sure every respawn point is covered (unless you know what youre doing).\\nNot strictly required in every room, but i take no responsibility for weird behaviour."},"Sine Dustie":{"Sine Dustie":"Fully customizable dusties following a sine wave pattern on the x and or y axis."},"Masked Outline":{"Masked Outline":"Place one per room. Only guaranteed to work on vanilla boosters and refills.\\nDoesnt follow reskinned shapes."}},"GameBanana/Mod/540732":{"Countdown Booster":{"Countdown Booster":"A booster with a limited amount of uses."},"Bump Spring (Up) / Bump Spring (Right) / Bump Spring (Left) / Bump Spring (Down)":{"Bump Spring (Down)":"A spring with properties of a Bumper.","Bump Spring (Up)":"A spring with properties of a Bumper.","Bump Spring (Right)":"A spring with properties of a Bumper.","Bump Spring (Left)":"A spring with properties of a Bumper."}},"GameBanana/Mod/604809":{"Windblown Spinner":{"Windblown Spinner":"Spinner that is moved by wind."},"Wind-Charged Booster (Green) / Wind-Charged Booster (Red)":{"Wind-Charged Booster (Red)":"Booster that grants Controllable Wind while the player is inside it.","Wind-Charged Booster (Green)":"Booster that creates a wind gust in the direction it moves."},"Customize Wind Properties":{"Customize Wind Properties":"Sets fundamental properties of WindHelper custom wind."},"Windblown Block":{"Windblown Block":"A Solid block that is moved by wind."},"Controllable Wind":{"Controllable Wind":"Changes the current controllable wind."},"Pinwheel / Pinwheel (Cardinal) / Pinwheel (Diagonal) / Pinwheel (Eight Way)":{"Pinwheel (Eight Way)":"Bumper that creates a wind gust in the closest eight way direction to the direction it is hit.","Pinwheel":"Bumper that creates a wind gust in the direction it is hit.","Pinwheel (Diagonal)":"Bumper that creates a wind gust in the closest diagonal direction to the direction it is hit.","Pinwheel (Cardinal)":"Bumper that creates a wind gust in the closest cardinal direction to the direction it is hit."},"Bellows (Up) / Bellows (Right) / Bellows (Left) / Bellows (Down)":{"Bellows (Down)":"Spring that creates a wind gust in the direction it faces when hit.","Bellows (Left)":"Spring that creates a wind gust in the direction it faces when hit.","Bellows (Up)":"Spring that creates a wind gust in the direction it faces when hit.","Bellows (Right)":"Spring that creates a wind gust in the direction it faces when hit."},"Anemometer":{"Anemometer":"Throwable that creates a wind gust if dash is pressed while held."},"Windblown Dash Block":{"Windblown Dash Block":"A Dash Block that is moved by wind."},"Add Wind (Components)":{"Add Wind (Components)":"Adds additive wind defined by the strengths of its X and Y components."},"Wind Pattern (Programmable)":{"Wind Pattern (Programmable)":"Sets and starts a customizable pattern of additive wind."}},"GameBanana/Mod/339641":{"Force Cassette Block Controller":{"Force Cassette Block Controller":"Always activate cassette blocks in this room, even if a cassette has previously been collected this session."}},"GameBanana/Tool/9805":{"Touch Switch Activator Attacher":{"Touch Switch Activator Attacher":"Makes any entity it collides with able to activate touchswitches if touching"},"Teleport Room On Flag Controller":{"Teleport Room On Flag Controller":"Teleport player to same spot in another room"}},"GameBanana/Mod/497854":{"Crumble Jump Through On Jump":{"Crumble Jump Through On Jump":"Jump through that breaks after a delay when touched, or immediately when the player jumps off it"},"Set Player Speed Trigger":{"Set Player Speed Trigger":"Immediately sets the player's speed when entered"},"Waterfall (BG)":{"Waterfall (BG)":"Waterfall that renders behind entities and does not render displacement"},"Camera Hard Border":{"Camera Hard Border":"Similar to Camera Offset Border, but constrains the position of the camera itself, instead of the camera target"},"Linear Intro Crusher":{"Linear Intro Crusher":"Intro Crusher with linear movement"},"Strict Spikes (Down)":{"Strict Spikes (Down)":"Spikes with strict collision detection that prevents the player from clipping through them"},"Adjustable Falling Block":{"Adjustable Falling Block":"Falling Block with a customizable delay and player wait time"},"Clip Prevention Trigger":{"Clip Prevention Trigger":"Prevents the player from passing entirely through the trigger in a single frame"},"Throwable Portal / Atom":{"Throwable Portal":"Throwable entity that you teleport to when pressing grab"},"Tile Pulse Source":{"Tile Pulse Source":"Applies the tile pulse effect to a group of contiguous tiles, and specifies this tile as the origin of each pulse"},"Throwable Portal Receptacle / Atom Receptacle":{"Throwable Portal Receptacle":"Opens a nearby temple gate when activated by a throwable portal"},"Strict Spikes (Up)":{"Strict Spikes (Up)":"Spikes with strict collision detection that prevents the player from clipping through them"},"Teleport Facing Trigger":{"Teleport Facing Trigger":"Makes the player face a direction when teleporting to a spawn point under this trigger"},"Camera Constraint Trigger":{"Camera Constraint Trigger":"Sets a strict boundary on how far the camera can move ahead of or behind the player"},"Tile Pulse Controller":{"Tile Pulse Controller":"Configures parameters for the tile pulse effect"},"Only Load if Flag Trigger":{"Only Load if Flag Trigger":"Immediately deletes an entity on room load if a flag is not set"},"Strict Spikes (Right)":{"Strict Spikes (Right)":"Spikes with strict collision detection that prevents the player from clipping through them"},"Strict Spring (Right)":{"Strict Spring (Right)":"Spring with strict collision detection that prevents the player from clipping through it"},"Wavedash Protection Trigger":{"Wavedash Protection Trigger":"Prevents the player from wall jumping during a down-diagonal dash"},"Strict Spring (Left)":{"Strict Spring (Left)":"Spring with strict collision detection that prevents the player from clipping through it"},"Strict Spikes (Left)":{"Strict Spikes (Left)":"Spikes with strict collision detection that prevents the player from clipping through them"},"Speed Camera Offset Trigger":{"Speed Camera Offset Trigger":"Sets the camera offset based on the player's current speed"},"Crumble Block On Jump":{"Crumble Block On Jump":"Block that breaks after a delay when touched, or immediately when the player jumps off it"},"Adjustable Bumper / Adjustable Bumper (One Use) / Adjustable Bumper (No Dash Restore) / Adjustable Bumper (Double Dash Restore)":{"Adjustable Bumper":"Bumper with many adjustable parameters","Adjustable Bumper (One Use)":"Bumper with many adjustable parameters","Adjustable Bumper (Double Dash Restore)":"Bumper with many adjustable parameters","Adjustable Bumper (No Dash Restore)":"Bumper with many adjustable parameters"},"Strict Spring (Up)":{"Strict Spring (Up)":"Spring with strict collision detection that prevents the player from clipping through it"},"Strict Collision Modifier":{"Strict Collision Modifier":"Modifies entities so that the player will interact with them even when clipping through them in a single frame"},"Disable Coyote Jump Trigger":{"Disable Coyote Jump Trigger":"Clears the player's coyote time and prevents the player from gaining coyote time while inside the trigger"}},"GameBanana/Mod/477207":{"Condition Flag":{"Condition Flag":"Sets a flag when the player enters it, as long as the specified condition is true."},"Condition Flag Controller":{"Condition Flag Controller":"Sets a flag when a certain condition is true."}},"GameBanana/Mod/507580":{"~ Chronia Switch Gate (Block) / ~ Chronia Switch Gate (Mirror) / ~ Chronia Switch Gate (Temple) / ~ Chronia Switch Gate (Stars)":{"~ Chronia Switch Gate (Stars)":"This entity is now mended into and handled by Maddie's Helping Hand","~ Chronia Switch Gate (Block)":"This entity is now mended into and handled by Maddie's Helping Hand","~ Chronia Switch Gate (Mirror)":"This entity is now mended into and handled by Maddie's Helping Hand","~ Chronia Switch Gate (Temple)":"This entity is now mended into and handled by Maddie's Helping Hand"},"Chronia Flag Trigger (Debug)":{"Chronia Flag Trigger (Debug)":"Do not use if you have no idea what it is"},"Comprehensive Controller":{"Comprehensive Controller":"An entity that sets flags or export data into the map \\nby detecting several objects or states"},"Puffer Bomb Spring (Left)":{"Puffer Bomb Spring (Left)":"Puffer Bomb Spring (implementation from City of Broken Dreams)"},"Chronia Slider Trigger (Debug)":{"Chronia Slider Trigger (Debug)":"Do not use if you have no idea what it is"},"Reset Changed Room Flags Controller":{"Reset Changed Room Flags Controller":"As titled, the controller listen to every flag changes in the room and pick up the changes, \\nwhen the room is reloaded, the controller will take actions about these changed flags"},"~ Chronia Touch Switch / Chronia Switch Wall":{"~ Chronia Touch Switch / Chronia Switch Wall":"This entity is now mended into and handled by Maddie's Helping Hand"},"Puffer Bomb Spring (Down)":{"Puffer Bomb Spring (Down)":"Puffer Bomb Spring (implementation from City of Broken Dreams)"},"Puffer Bomb Spring (Right)":{"Puffer Bomb Spring (Right)":"Puffer Bomb Spring (implementation from City of Broken Dreams)"},"Puffer Bomb Spring (Up)":{"Puffer Bomb Spring (Up)":"Puffer Bomb Spring (implementation from City of Broken Dreams)"},"BG Tiles Collide Controller":{"BG Tiles Collide Controller":"BG Tiles Collide Controller detects whether the player has BG Tiles behind their back \\nAnd if not, whatever actions it should take"},"Chronia Counter Trigger (Debug)":{"Chronia Counter Trigger (Debug)":"Do not use if you have no idea what it is"},"Stopclock Flag Controller":{"Stopclock Flag Controller":"A controller that will split several Stopclocks data into separated flags"},"Trigger Extension":{"Trigger Extension":"Trigger Extension works like a normal trigger but unlike normal triggers \\nIt won't be re-activated as player go through the trigger borderlines, \\nconsider it useful for connecting several \"reset on leave\" triggers"},"Room Tag Creator":{"Room Tag Creator":"Create a connection between level names and room tags, and the room tags can be used for something else"},"Fall Through (Wood) / Fall Through (Dream) / Fall Through (Temple) / Fall Through (Alternate Temple) / Fall Through (Cliffside) / Fall Through (Reflection) / Fall Through (Core) / Fall Through (Moon)":{"Fall Through (Alternate Temple)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down","Fall Through (Moon)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down","Fall Through (Temple)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down","Fall Through (Core)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down","Fall Through (Dream)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down","Fall Through (Wood)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down","Fall Through (Cliffside)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down","Fall Through (Reflection)":"Comparing to normal jump through, when player duck on it \\nThey fell right through the entity and fall down"}},"GameBanana/Mod/554937":{"Coriolis State Control Trigger":{"Coriolis State Control Trigger":"Changes which states the current room's Coriolis Controller affects."},"Coriolis Strength Trigger":{"Coriolis Strength Trigger":"Changes the strength of coriolis forces. Requires present Coriolis Controller to function."},"Coriolis Controller":{"Coriolis Controller":"Adds coriolis forces to the room, which act to rotate the player's speed vector. Default direction is counterclockwise."},"Momentum Dash Block":{"Momentum Dash Block":"Dash block that cancels dash and dash cooldown while maintaining player momentum after being broken. Duration of held momentum and magnitude of boost can be customized."},"Snap To Solid Trigger":{"Snap To Solid Trigger":"Instantly pulls the player towards the nearest solid within a specified range and direction without directly affecting speed. Can filter by state."},"Coriolis Boolean Trigger":{"Coriolis Boolean Trigger":"Changes a boolean value in the current room's Coriolis Controller when triggered."},"Custom Cornercorrect Trigger":{"Custom Cornercorrect Trigger":"Applies a custom corner correction which applies immediately prior to collision. Can filter by state.\\n\\nNote: stacking multiple of these triggers on top of each other may result in unintended behavior."}},"GameBanana/Mod/553765":{"Crystal Refill":{"Crystal Refill":"A refill that makes it so the next time Madeline dashes, she gets put in a crystal"},"Crystal Switcher":{"Crystal Switcher":"A switch (think core switch) that toggles the player between being in or out of the crystal"},"Give Crystal Dashes Trigger":{"Give Crystal Dashes Trigger":"Adds/sets the player's number of crystal dashes"},"Set In-Crystal Trigger":{"Set In-Crystal Trigger":"Puts the player in or out of a crystal"},"Crystal Zone Trigger":{"Crystal Zone Trigger":"While the player is inside, put them in a crystal"},"Crystal Pseudo-Inventory Trigger":{"Crystal Pseudo-Inventory Trigger":"When the player dashes, put them in a crystal"},"Kill If Crystal Trigger":{"Kill If Crystal Trigger":"guess :3"}},"GameBanana/Mod/553921":{"Ordered Flag Trigger":{"Ordered Flag Trigger":"Set flags with order"},"Strawberry Jam Jar":{"Strawberry Jam Jar":"Ported from Strawberry Jam, you may have to replace the texture to avoid some asset attribution problems."}},"GameBanana/Mod/699052":{"Theo Strawberry / Theo Strawberry (Winged)":{"Theo Strawberry":"Strawberry that can only be grabbed while Madeline is holding Theo. Add nodes to turn it into seeds, each also requiring Theo.","Theo Strawberry (Winged)":"Winged strawberry that can only be grabbed while Madeline is holding Theo. It flies away on dash."},"Jumpless Tile":{"Jumpless Tile":"Floor the player cannot jump off. Wall jumps and climb jumps still work. Place it on the top row of tiles of a solid."},"Refillless Tile":{"Refillless Tile":"Floor that does not give the dash back while the player stands on it. Dash crystals still work. Place it on the top row of tiles of a solid."},"Theo Return Berry / Theo Return Berry (Winged)":{"Theo Return Berry":"Strawberry that can only be grabbed while carrying Theo, and that puts Madeline in a bubble and carries her to its second node, the Theo she is holding included. First node is the control point of the curve, second node is where she is dropped off, any node after that is a seed.","Theo Return Berry (Winged)":"Winged strawberry that can only be grabbed while carrying Theo, and that puts Madeline and the Theo she is holding in a bubble back to its second node. It flies away on dash."}},"GameBanana/Mod/693220":{"Speed Audio Trigger":{"Speed Audio Trigger":"Play an FMOD event when the player enters the trigger above a speed threshold."}},"GameBanana/Mod/517672":{"Don't Lose Seeds Underwater Controller":{"Don't Lose Seeds Underwater Controller":"A controller that prevents Strawberry seeds from being lost when the player touches the ground underwater."},"Intro Facing Controller":{"Intro Facing Controller":"A controller that allows for the map intro animation to face in either direction."},"Colorgrade Tweaks Controller":{"Colorgrade Tweaks Controller":"A controller that provides additional options for colorgrades."},"Formation Backdrop Color Controller":{"Formation Backdrop Color Controller":"A controller that changes the color of the darkening layer applied when a Crystal Heart or Seeded Strawberry is collected."},"Glass Lock Block Controller / Glass Lock Block Controller (Vanilla Settings)":{"Glass Lock Block Controller":"A controller for the visuals of Glass Lock Blocks.","Glass Lock Block Controller (Vanilla Settings)":"A controller for the visuals of Glass Lock Blocks."},"Seamless Lightning Controller":{"Seamless Lightning Controller":"A controller that makes the edges of Lightning visually connect to room edges. This controller is global, so it will have an effect even outside rooms it's placed in."},"Clamp Light Color Controller":{"Clamp Light Color Controller":"A controller that limits the maximum allowed light color."},"Feather Dash Switch (Down) / Feather Dash Switch (Up) / Feather Dash Switch (Left) / Feather Dash Switch (Right)":{"Feather Dash Switch (Up)":"A Dash Switch that can be activated by feather bounces.","Feather Dash Switch (Right)":"A Dash Switch that can be activated by feather bounces.","Feather Dash Switch (Down)":"A Dash Switch that can be activated by feather bounces.","Feather Dash Switch (Left)":"A Dash Switch that can be activated by feather bounces."},"Lightning Wallbounce Controller":{"Lightning Wallbounce Controller":"A controller that grants Fire/Ice Barrier-like solid hitboxes to Lightning."},"Camera Tweaks Controller":{"Camera Tweaks Controller":"A controller can disable the automatic camera offset applied when the player is in certain states, such as in a Feather or Red Booster, or disable the camera updating entirely."},"Unforgiving Spikes (Right, Default) / Unforgiving Spikes (Right, Outline) / Unforgiving Spikes (Right, Cliffside) / Unforgiving Spikes (Right, Reflection) / Unforgiving Spikes (Right, Tentacles)":{"Unforgiving Spikes (Right, Reflection)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Right, Default)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Right, Outline)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Right, Cliffside)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Right, Tentacles)":"Spikes that kill the player based on their movement direction instead of their speed."},"Resizable Heart (Custom) / Resizable Heart (Blue) / Resizable Heart (Red) / Resizable Heart (Gold) / Resizable Heart (White)":{"Resizable Heart (Custom)":"A Crystal Heart with a resizable hitbox.","Resizable Heart (Blue)":"A Crystal Heart with a resizable hitbox.","Resizable Heart (Gold)":"A Crystal Heart with a resizable hitbox.","Resizable Heart (Red)":"A Crystal Heart with a resizable hitbox.","Resizable Heart (White)":"A Crystal Heart with a resizable hitbox."},"Unforgiving Spikes (Up, Default) / Unforgiving Spikes (Up, Outline) / Unforgiving Spikes (Up, Cliffside) / Unforgiving Spikes (Up, Reflection) / Unforgiving Spikes (Up, Tentacles)":{"Unforgiving Spikes (Up, Default)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Up, Cliffside)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Up, Reflection)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Up, Outline)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Up, Tentacles)":"Spikes that kill the player based on their movement direction instead of their speed."},"Dream Dash Through Transition Controller":{"Dream Dash Through Transition Controller":"A controller that lets screen transitions occur while the player is dashing through a Dream Block."},"Parallax Fade":{"Parallax Fade":"A trigger that allows fading the color and alpha of Parallax stylegrounds."},"Blossom Block Controller":{"Blossom Block Controller":"A controller for the visuals of Blossom Blocks."},"Taiko Drum (Horizontal) / Taiko Drum (Vertical) / Taiko Drum (Both)":{"Taiko Drum (Vertical)":"A drum that will send out Sound Waves when dashed into, which can interact with other entities.","Taiko Drum (Both)":"A drum that will send out Sound Waves when dashed into, which can interact with other entities.","Taiko Drum (Horizontal)":"A drum that will send out Sound Waves when dashed into, which can interact with other entities."},"Glass Lock Block":{"Glass Lock Block":"A customizable Lock Block with the look and visual effects of Glass Blocks."},"Ice Zip Mover / Ice Zip Mover (Break Early)":{"Ice Zip Mover":"A Zip Mover that starts sinking and eventually breaks once it reaches its destination, similar to an Ice Crumble Block.","Ice Zip Mover (Break Early)":"A Zip Mover that breaks once it reaches its destination, similar to an Ice Crumble Block."},"Feather Bounce Scam Controller":{"Feather Bounce Scam Controller":"A controller that prevents feather bounces from being cancelled when the player's feather timer is low enough."},"Sound Wave Reflector (Left) / Sound Wave Reflector (Right) / Sound Wave Reflector (Up) / Sound Wave Reflector (Down)":{"Sound Wave Reflector (Down)":"An entity that will reflect incoming Sound Waves.","Sound Wave Reflector (Left)":"An entity that will reflect incoming Sound Waves.","Sound Wave Reflector (Up)":"An entity that will reflect incoming Sound Waves.","Sound Wave Reflector (Right)":"An entity that will reflect incoming Sound Waves."},"JumpThrus Apply LiftSpeed Controller":{"JumpThrus Apply LiftSpeed Controller":"A controller that makes moving Jump Through-like entities apply liftboost the same way moving solids do."},"Blossom Block":{"Blossom Block":"A block that will be destroyed by incoming Sound Waves."},"Unforgiving Spikes (Down, Default) / Unforgiving Spikes (Down, Outline) / Unforgiving Spikes (Down, Cliffside) / Unforgiving Spikes (Down, Reflection) / Unforgiving Spikes (Down, Tentacles)":{"Unforgiving Spikes (Down, Outline)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Down, Reflection)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Down, Tentacles)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Down, Default)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Down, Cliffside)":"Spikes that kill the player based on their movement direction instead of their speed."},"Sound Wave Barrier":{"Sound Wave Barrier":"An invisible entity that will destroy incoming Sound Waves."},"Taiko Drum Controller":{"Taiko Drum Controller":"A controller for the visuals of Taiko Drums."},"Flag Custom Core Message":{"Flag Custom Core Message":"A customizable Core Message that can be controlled by flags."},"Modify Rebound Controller":{"Modify Rebound Controller":"A controller that modifies the rebound received when dashing into solids such as Dash Blocks and Kevins."},"Spring Speed Threshold Controller":{"Spring Speed Threshold Controller":"A controller that changes the speed threshold required to activate springs facing the same way as the player is moving."},"Foreground Styleground Bloom Controller":{"Foreground Styleground Bloom Controller":"A controller that moves bloom application to after foreground stylegrounds are drawn."},"Foreground Tile Light Occlusion Controller":{"Foreground Tile Light Occlusion Controller":"A controller that fixes visual bugs seen when using lights with non-standard sizes around foreground tiles."},"Fling Bird No Skip Controller":{"Fling Bird No Skip Controller":"A controller that prevents Fling Birds' positions from being skipped when the player is too far ahead of them."},"Darker Matter":{"Darker Matter":"A field through which the player will continue moving at the speed they entered, similar to a Dream Block."},"Dream Lock Block":{"Dream Lock Block":"A customizable Lock Block with the look and visual effects of Dream Blocks."},"Unforgiving Spikes (Left, Default) / Unforgiving Spikes (Left, Outline) / Unforgiving Spikes (Left, Cliffside) / Unforgiving Spikes (Left, Reflection) / Unforgiving Spikes (Left, Tentacles)":{"Unforgiving Spikes (Left, Default)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Left, Cliffside)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Left, Tentacles)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Left, Reflection)":"Spikes that kill the player based on their movement direction instead of their speed.","Unforgiving Spikes (Left, Outline)":"Spikes that kill the player based on their movement direction instead of their speed."}},"GameBanana/Mod/565267":{"TileGrid Alpha Driven Decal":{"TileGrid Alpha Driven Decal":"A decal that varies with the alpha change of tilegrid."}},"GameBanana/Mod/644064":{"Bumper Refill":{"Bumper Refill":"Bumpers you in direction held at the end of your dash. Compatable with Core Mode!"},"Stamina Set Trigger":{"Stamina Set Trigger":"Sets Player Stamina (The Name Is A Joke You Can Use It)"},"Confetti Trigger if it Locked the Fuck In":{"Confetti Trigger if it Locked the Fuck In":"Confettis at player position and sets a state!"},"Bough Refill (State 13, IntroJump)":{"Bough Refill (State 13, IntroJump)":"Does weird stuff. Best interrupted by a state 0."},"Daisy Refill":{"Daisy Refill":"Generates a string of spinners behind your dash."},"Metamorphosis Refill":{"Metamorphosis Refill":"Randomly activates one of four states on dash end: 5, 9, 14, 19."}},"GameBanana/Mod/713678":{"Bellstone":{"Bellstone":"Plays the sequence from the Sequence Keybell entities."},"Sequence Keybell":{"Sequence Keybell":"Keybells that require a specific sequence to be played to activate"},"Keybell":{"Keybell":"A bell that acts like a touch switch"}},"GameBanana/Mod/711016":{"Strawberry Blockfield Trigger (Safe) / Strawberry Blockfield Trigger (Unsafe)":{"Strawberry Blockfield Trigger (Unsafe)":"A Strawberry Blockfield that can persist through room transitions, save & quits, and deaths.\\nDoes not allow for berries to be returned to the player after dying.","Strawberry Blockfield Trigger (Safe)":"A Strawberry Blockfield that can persist through room transitions, save & quits, and deaths.\\nAllows for berries to be returned to the player after dying for extra leniency."},"Trail Color Controller":{"Trail Color Controller":"Allows mappers to add custom trail colors to non-Vanilla entities.\\nCan be global or room specific."}},"GameBanana/Mod/434438":{"Quiz Controller":{"Quiz Controller":"Create and display a quiz by displaying a sequence of options randomly picked from a provided pool."},"Check Subpixel":{"Check Subpixel":"Kills the player unless the subpixel is equal to or close to a prescribed value."},"Quiz Answer Trigger":{"Quiz Answer Trigger":"Trigger for detecting player's choice of answer in a quiz."},"Theo Jelly":{"Theo Jelly":"A jelly which replicates some of Theo's functions, preventing transitions and killing the player if it dies."},"HD Graphic":{"HD Graphic":"Display an arbitrary graphic in-game using high res SubHUD rendering. Will render in front of all other entities. Works with most PNG files."},"Set Subpixel":{"Set Subpixel":"Sets player subpixels to a prescribed value."},"Cpop Block":{"Cpop Block":"Adds a consistent, customizable leniency for cpops."}},"GameBanana/Mod/654612":{"Fusion Heart Target":{"Fusion Heart Target":"Forces any Fusion Heart event that happens on top of the Target to consistantly center the Fusion Heart on the Fusion Heart Target"},"Stop Interacting Trigger":{"Stop Interacting Trigger":"Kicks the player out of interacting with Watchtowers/Lookouts when triggered"},"The Worst Controller Ever Made":{"The Worst Controller Ever Made":"How are you even reading this"},"Flags On Awake Controller":{"Flags On Awake Controller":"Sets a list of flags to a specified value before anything else has a chance to read them"},"Micheal Trigger":{"Micheal Trigger":"Micheal"},"Wait Until True Trigger":{"Wait Until True Trigger":"On enter, Waits until the specified flag is true, and then activates anything it's pointed at."},"Fusion Heart Half":{"Fusion Heart Half":"Halves of crystal hearts that can be pushed around by dashing into them\\nCan be fused into a Full Fusion Heart when dashed into while another Heart Half of the opposing direction is close enough"},"Disable Quick Respawn Controller":{"Disable Quick Respawn Controller":"If the provided flag is true, Disables the quick respawn mechanic"},"Fusion Heart":{"Fusion Heart":"A Bully heart that can be shattered into two Fusion Heart Halves when dashed into with a Heart Breaker Refill charge"},"DM tart Trigger":{"DM tart Trigger":"Sends a specified Message to tart as a DM"},"Jesus Refill":{"Jesus Refill":"Once collected, allows the player to revive themselves after death by dashing out of their dead body"},"Cancel Death Trigger":{"Cancel Death Trigger":"When Activated, stops the death animation in its tracks and puts the player back at their last respawn point\\nThe primary purpose of this is to allow for teleportation of the player that's safe even if the player is in the middle of dying\\n(you might need to add like a 0.05 delay between unkilling the player and teleporting them)\\n\\nThis is achieved by semi-questionable means and might possibly cause issues by this trigger simply being in the same room as the player\\nPlease inform me of any problems encountered when using this\\n\\nOnly works if activated before the level reloads during the deathwipe"},"Speed Flip Refill":{"Speed Flip Refill":"Flips the players Y Velocity On their next airborn jump"},"I Love Animated Tiles Controller":{"I Love Animated Tiles Controller":"Gives most if not all Blocks/Walls the Animated Tiles they should have always had\\nPlease Please Inform me if any Modded Block/Wall doesn't work or acts weird with this"},"Pulse Flag Trigger":{"Pulse Flag Trigger":"Sets a flag ON/OFF for a specified amount of frames and then sets it back OFF/ON"},"Heart Breaker Refill":{"Heart Breaker Refill":"Allows the player to shatter Fusion Hearts into 2 Fusion Heart Halves\\nImparts some of the players speed into Heart Halves"},"Message Webhook Trigger":{"Message Webhook Trigger":"Sends a specified Message to a specified Webhook"},"Debris Tweaks Controller":{"Debris Tweaks Controller":"Provides Multiple Options to change how Tileset Debris Function"},"Stylegrounds While Paused Controller":{"Stylegrounds While Paused Controller":"Forces any Stylegrounds with the specified Tag to ALWAYS update, even while the game is paused\\nNot guaranteed to work with more exotic Stylegrounds"}},"GameBanana/Mod/580532":{"Photosensitive Controller":{"Photosensitive Controller":"Sets a flag to the state of the photosensitive mode setting."},"Non Floating Moon Block":{"Non Floating Moon Block":"A moon block that doesn't sway up and down, making moonboosts more consistent."},"Dash Out Booster":{"Dash Out Booster":"A red booster that you can always dash out of, even with the prologue inventory."},"Video Player":{"Video Player":"Plays a video with a sprite animation and a Fmod event."},"Momentum Badeline Boss":{"Momentum Badeline Boss":"Badeline Boss that conserves momentum."}},"GameBanana/Mod/556401":{"Custom Bubble (Crossover)":{"Custom Bubble (Crossover)":"Bubble like the one from shielded feathers, but more customizable and respritable.\\nFeather not included."},"Falling Platform / Falling Donut":{"Falling Donut":"Connected 16x16 platforms that fall after standing on them for some time.\\nThe differences with Falling Platforms are just visual.","Falling Platform":"Jumpthrough that falls after standing on it for some time.\\nThe differences with Falling Platforms are just visual."},"Force Facing Direction Trigger (Crossover)":{"Force Facing Direction Trigger (Crossover)":"Forces the player to look in the direction they are moving."},"Store Speed Trigger":{"Store Speed Trigger":"Stores speed so it can be used by a Replace Speed With Stored Speed Trigger.\\nThe speed stored is shared between all Store Speed Triggers in the level.\\nThe stored speed is cleared when the level is reset through transition/respawning."},"Flag Counter Slider Translator / FCS Translator":{"FCS Translator":"Translates values of flags, counters and sliders into another of them.\\nYou only need to place one in the map.","Flag Counter Slider Translator":"Translates values of flags, counters and sliders into another of them.\\nYou only need to place one in the map."},"Flag Refill":{"Flag Refill":"A flag will be enabled when the player collects the refill.\\nThis flag will be reset if the player dashes or dies, as some sort of \"temporary powerup\"."},"Puffer Refill":{"Puffer Refill":"The player will be launched in the same direction they dash towards."},"Light Reactive Block":{"Light Reactive Block":"Blocks that appear or disappear depending on the light level."},"Counter/Slider Bar Display":{"Counter/Slider Bar Display":"Displays a custom HD bar that fills/empties according to the values specified."},"Entity Resizer / Entity Resizer (Slider/Counter)":{"Entity Resizer":"Resizes entities to the specified scale.\\nOnly some entities will work. Most entities that use tiles are not compatible either.","Entity Resizer (Slider/Counter)":"Resizes entities with the specified scales, lerping between both, linked to a slider/counter.\\nOnly some entities will work. Most entities that use tiles are not compatible either."},"Entity Tinter / Entity Tinter (Slider/Counter)":{"Entity Tinter":"Tints entities with the specified color.\\nOnly entities that use sprites or images work.\\nVisuals drawn by code (like Dream Blocks) are not compatible!","Entity Tinter (Slider/Counter)":"Tints entities with the specified colors, lerping between both, linked to a slider/counter.\\nOnly entities that use sprites or images work.\\nVisuals drawn by code (like Dream Blocks) are not compatible!"},"Nemesis Gun Settings":{"Nemesis Gun Settings":"Configure or enable the Nemesis Gun."},"Custom Wire":{"Custom Wire":"Decorative wires, compatible with wind and optionally attached, supporting visual customization options and flags."},"Nemesis Refill":{"Nemesis Refill":"When shot by a Nemesis Gun bullet, it will produce an action on the player."},"Magic Ink Trigger":{"Magic Ink Trigger":"Restores (or substracts) some amount of magic ink.\\nUse with a Magic Ink Controller."},"Puffer Ball":{"Puffer Ball":"Puffer balls (snowball+puffer) will appear on the screen.\\n(The position determines where they spawn for the first time,\\ne.g. during a transition)"},"Custom Seeker Statue":{"Custom Seeker Statue":"A statue that can hatch (spawn) a seeker when a condition is met."},"Custom Oshiro Door (Sprite)":{"Custom Oshiro Door (Sprite)":"The bouncy oshiro/ghost door but more customizable."},"Shatter Dash Block":{"Shatter Dash Block":"A Dash block that can be broken with enough speed."},"Flag Fake Berry":{"Flag Fake Berry":"A fake/troll berry (doesn't count towards total) that can set a flag and disappear upon \"collection\"."},"Custom Pause Controller":{"Custom Pause Controller":"This controller can disallow several options regarding the Pause Menu."},"Custom Player Seeker":{"Custom Player Seeker":"An improved version of the Player Seeker used in that one room of 5A.\\nIt has unique interactions with several entities."},"Styleground Modifier Trigger":{"Styleground Modifier Trigger":"Modifies a specific value of a given styleground or links it to a counter/slider."},"Shape Renderer / Debug Renderer":{"Shape Renderer":"Displays colored shapes, images or texts, pixelated or hi-res.\\nIt can work normally or exclusively on debug mode (when hitboxes are enabled)."},"Reverse Depths Trigger":{"Reverse Depths Trigger":"Reverses the depth of entities, stylegrounds or tilesets\\n(and in the last case, the collidability, like White Blocks)."},"Replace Entities Trigger":{"Replace Entities Trigger":"Converts all entities of one type into a different type of entities."},"Custom Trapdoor":{"Custom Trapdoor":"A vertical door for deco. It can be resprited through Sprites.xml."},"Compass Controller (Crossover)":{"Compass Controller (Crossover)":"Shows the player position on the Map if the flag map_WaywardCompass is true.\\nAdditionally, it displays how many berries are on the current room if the flag map_CollectorsMap is true."},"Counter Refill":{"Counter Refill":"The counter KoseiHelper_CounterRefill will increase/decrease when the refill is collected/used."},"\"Special\" Flutterbird":{"\"Special\" Flutterbird":"Flutterbirds that can spawn babies when the conditions are met.\\nThey can also be used for gameplay."},"Defrostable Block":{"Defrostable Block":"An ice block that melts when it comes in contact with a plant bullet or if Core Mode is hot."},"Detach Follower Trigger":{"Detach Follower Trigger":"Detaches the specified type of follower (Berry, Key or Other)."},"Spawn Controller / Spawner":{"Spawner":"This controller can spawn any entities when the conditions are met.\\nAll attributes are highly customizable!","Spawn Controller":"This controller can spawn any entities when the conditions are met.\\nAll attributes are highly customizable!"},"Safe Theo Area":{"Safe Theo Area":"If you have a Kill Theo On Touch Controller, this area will be excluded from the danger."},"Magic Booster":{"Magic Booster":"A booster that leaves a trail of magic ink behind."},"Water Droplet Spawner (Crossover)":{"Water Droplet Spawner (Crossover)":"Randomly spawns small decorative droplets that fall down until colliding with a solid."},"Theo Pet Controller":{"Theo Pet Controller":"Theo Crystals will try to follow the player."},"Custom Temple Cracked Block":{"Custom Temple Cracked Block":"An improved version of the red temple cracked blocks, supporting custom visuals, audio and health."},"Custom Oshiro Door (Tileset)":{"Custom Oshiro Door (Tileset)":"The bouncy oshiro/ghost block but using a tileset."},"Magic Ink Collectable (Orb) / Magic Ink Collectable (Potion)":{"Magic Ink Collectable (Orb)":"Restores a certain amount of magic ink.","Magic Ink Collectable (Potion)":"Restores a certain amount of magic ink."},"Create Spawn Point Trigger":{"Create Spawn Point Trigger":"Creates one point at the player position.\\nYou can add a node if the spawn point should instead be created at a different position."},"Swap Tileset Trigger":{"Swap Tileset Trigger":"Swaps one tileset with a different one. Does not affect tile entities."},"Trigger Spinner [Obsolete]":{"Trigger Spinner [Obsolete]":"Spinner that appears after the player touches and leaves its hitbox.\\nUnlike normal spinners, these don't have \"juice\"."},"Ladder (Crossover) / Ladder (Fully custom) (Crossover)":{"Ladder (Fully custom) (Crossover)":"Highly customizable entity that can be used as a ladder or as a climbing field.","Ladder (Crossover)":"Customizable entity that can be used as a ladder or as a climbing field."},"OOB Trigger / Bound Trigger":{"OOB Trigger":"The trigger version of Bound Refills.\\nAllows to enter the physical space of other rooms without transitioning to them.","Bound Trigger":"The trigger version of Bound Refills.\\nAllows to enter the physical space of other rooms without transitioning to them."},"Autoscroller Controller":{"Autoscroller Controller":"The camera will autoscroll in the direction chosen until reaching the end of the room, as soon as the player starts moving.\\nIt's recommended to leave a camera offset of 0 for the axis that is going to be scrolled.\\nMultiple controllers on the same screen are not supported."},"Magic Ink Box":{"Magic Ink Box":"Box that creates a trail of magic ink and moves away when the player dashes onto it."},"Winged Key":{"Winged Key":"A key that will fly away like winged strawberries if the player dashes.\\nIt will follow as normal keys upon collection, and will lose its wings if the player dies. (Cosmetic effect)"},"Set Window Size Trigger":{"Set Window Size Trigger":"Forces Celeste.exe to be resized to the specified size in the screen."},"Nemesis Gun Interactions":{"Nemesis Gun Interactions":"Configure which entities the Nemesis Gun can affect."},"Custom Hahaha":{"Custom Hahaha":"Granny's laugh but the sprite and sound can be customized."},"Multinode Camera Trigger":{"Multinode Camera Trigger":"The camera will lerp smoothly between the nodes closest to the player."},"Mouse Controller":{"Mouse Controller":"Allows using the mouse to interact with entities, like exploding puffers."},"Slider Fade Trigger":{"Slider Fade Trigger":"Fades the value of a slider from value A to value B in the specified direction."},"Chest (Crossover)":{"Chest (Crossover)":"A chest that rewards a random amount of coins."},"Evil Holdable Controller":{"Evil Holdable Controller":"Holdables will have a negative effect while held."},"Spawn To Flag Controller":{"Spawn To Flag Controller":"Sets a flag with coordinates of the current spawn when the room is loaded."},"Restart Game/Level Trigger":{"Restart Game/Level Trigger":"Fully restarts the game or the level when the player enters the trigger."},"Spring Ball":{"Spring Ball":"Spring balls (snowball+spring) will appear on the screen.\\n(The position determines where they spawn for the first time,\\ne.g. during a transition)"},"Force Throw Trigger":{"Force Throw Trigger":"The player is forced to throw the holdable when touching the trigger."},"Sleepy Controller":{"Sleepy Controller":"Similarly to the Hiccup variant, this makes the player to sleep on random intervals.\\nNot compatible with skinmods."},"Debug Map Controller [Obsolete]":{"Debug Map Controller [Obsolete]":"Modifies the way the Debug Map is rendered. Persistent controller.\\nWARNING: You should have only one of these in your map.\\nIf you need this controller only for Debug Map Tiles, you can set the Rooms To Affect field to a nonexisting name.\\nThis entity is NOT compatible with GameHelper's debug features. It's recommended to use those instead."},"Talk Component Customizator":{"Talk Component Customizator":"Allows customization of the talker component that is closest to this entity's position.\\nNot compatible with zoomout."},"Map Controller (Crossover)":{"Map Controller (Crossover)":"Allows opening an HD image that can be used as a map.\\nYou should only have one of these (place in a global room)."},"Return To Room Controller (Crossover)":{"Return To Room Controller (Crossover)":"Allows teleporting to a different room from the pause menu.\\nNon-persistent, place one per room."},"Custom Bird Tutorial":{"Custom Bird Tutorial":"A bird NPC that can display a tutorial in high resolution, with a sequence of buttons, text or images.\\nThis version allows customizing the UI box (resized, recolored, etc) and other features."},"Tile Refill":{"Tile Refill":"Tile refills enable or disable foreground tiles on the room."},"Custom Golden Block / Custom Golden Block (Tileset)":{"Custom Golden Block":"A block that appears if the player is carrying a golden berry (or other items).\\nThis check occurs when the player enters the screen.\\nBlocks will not appear in the same room as the golden/item without transitioning first.","Custom Golden Block (Tileset)":"A tileset block that appears if the player is carrying a golden berry (or other items).\\nThis check occurs when the player enters the screen.\\nBlocks will not appear in the same room as the golden/item without transitioning first."},"Force Hiccup Trigger":{"Force Hiccup Trigger":"The player will have a hiccup."},"Balloon Collectable (Crossover)":{"Balloon Collectable (Crossover)":"Collectable that increases a counter and plays a sound."},"Kill If (Not) Grounded Trigger":{"Kill If (Not) Grounded Trigger":"Kills the player if they are not on ground (or, optionally, not climbing either) while inside."},"Set Flag Prefix On Spawn Controller":{"Set Flag Prefix On Spawn Controller":"Sets all flags that start with the specified prefix(es) to the specified value when the player respawns."},"Set Flag On Berry Collection Controller":{"Set Flag On Berry Collection Controller":"Sets a flag (or counter) when a berry of a certain type is collected."},"Conveyor":{"Conveyor":"1-tile conveyor that can move the player or other entities.\\nCompatible with Gravity Helper."},"Bound Refill / OOB Refill":{"Bound Refill":"OutBound refills allow the player to never transition and be outside of the current room (and force the camera to follow the player).\\nInBound refills allow the player to immediately transition to the room they are in (\"bounded\" again).","OOB Refill":"=OutBound refills allow the player to never transition and be outside of the current room (and force the camera to follow the player).\\nInBound refills allow the player to immediately transition to the room they are in (\"bounded\" again)."},"Metadata Trigger":{"Metadata Trigger":"Changes the map/room metadata.\\nImportant: Room metadata will have effect once the room reloads (reenter/F5/respawn)."},"Plant":{"Plant":"Mario Bros plants, coming in different shapes."},"Custom Cobweb":{"Custom Cobweb":"Decorative entity composed of two or more curved lines.\\nPress N to add more nodes."},"Goomba":{"Goomba":"These creatures chase the player and have several customization options."},"Move Block Crystal (Crossover)":{"Move Block Crystal (Crossover)":"A crystal that alters Move Blocks when it is collected."},"Mary":{"Mary":"These flowers bounce the player from both sides, like a spring but with less strength."},"Flute Controller (Crossover)":{"Flute Controller (Crossover)":"The dream state changes when the Flute button is pressed."},"Dash Limiter Controller":{"Dash Limiter Controller":"Limits the amount of dashes that the player can do per screen."},"Prevent Duck Trigger (Crossover)":{"Prevent Duck Trigger (Crossover)":"Makes the player unable to crouch.\\nSome consequences: wavedashes/hypers are replaced by supers, and demos are replaced by dashes."},"IRL Controller":{"IRL Controller":"This controller sets flags for the time of the day, day and month:\\nFor example, if it's 17:00 and November the flags kosei_irlHour17 and kosei_irlMonth11 will be set.\\nIt also sets the flags kosei_irlMorning, kosei_irlAfternoon and kosei_irlNight.\\nIt is recommended to use Mapping Tools to check your flag values."},"Climbjump Controller":{"Climbjump Controller":"Allows customization of climbjumps and wallboosting behavior.\\nThis is a persistent controller."},"Debug Map Shape [Obsolete]":{"Debug Map Shape [Obsolete]":"Displays colored shapes, text or images on the debug map (when pressing F6).\\nNote that they only work if placed inside room bounds.\\nThis entity is NOT compatible with GameHelper's debug features. It's recommended to use those instead.\\nDebug Shapes need a Debug Map Controller in your map to be loaded."},"Shadow Cloak Controller (Crossover)":{"Shadow Cloak Controller (Crossover)":"Allows shadow dashing when a flag is set, with a cooldown."},"Tag Modifier":{"Tag Modifier":"Modifies the tags of the specified entities (read tooltips to see what each of them do)."},"Magic Ink Controller":{"Magic Ink Controller":"Allows the player to draw solid magical paintstrokes with the mouse that disappear with time.\\nAll magic-related entities need this controller so the magic ink system can work correctly."},"Flag/Counter Refill Controller":{"Flag/Counter Refill Controller":"Controller that allows to customize several options that apply to all Flag Refills."},"Game Data Controller":{"Game Data Controller":"Sets and updates several useful flags (bools), counters (ints) and sliders (floats).\\nIt is recommended to use Mapping Utils to check these values in game.\\nThis controller is NOT persistent, you might want to place one per room (or one in a global room)."},"Magic Prevention Area":{"Magic Prevention Area":"Prevents the player from drawing with magic ink inside this area."},"Brick":{"Brick":"16x16 blocks that can be broken only from below while not crouched. 3 variants available."},"Replace Speed With Stored Speed Trigger":{"Replace Speed With Stored Speed Trigger":"The first time the player enters the trigger, it will store the speed.\\nThe next time it is entered, it will replace the current speed with the stored speed."},"Reskinnable Parallax Debris / Reskinnable Foreground Debris":{"Reskinnable Parallax Debris":"The foreground debris but reskinnable.\\nImage or group of images that move in a sine."},"Entity Spawn Area":{"Entity Spawn Area":"If a Spawn Controller (Entity Spawner) is set to Random Location, the entities will spawn inside this area."},"Selfie Trigger":{"Selfie Trigger":"Takes a selfie."},"Kill Theo On Touch Controller":{"Kill Theo On Touch Controller":"Kills Theo whenever he touches solids or specific entities."}},"GameBanana/Mod/453403":{"Auto Return Falling Block (Up) / Auto Return Falling Block (Down) / Auto Return Falling Block (Right) / Auto Return Falling Block (Left)":{"Auto Return Falling Block (Right)":"A falling block that falls right (sideways).\\nAfter coming to a stop, this block will return to its starting location after a short (specifiable) delay.\\n\\nThis entity is a port of the Auto Return Falling Blocks seen in \"Spacial Rift\" by TheDavSmasher in Secret Santa 3.\\n\\nThese blocks are Sliceable. (See \"Slicer Controller\" or the LylyraHelper GameBanana page for details).","Auto Return Falling Block (Up)":"A falling block that falls up (against standard gravity).\\nAfter coming to a stop, this block will return to its starting location after a short (specifiable) delay.\\n\\nThis entity is a port of the Auto Return Falling Blocks seen in \"Spacial Rift\" by TheDavSmasher in Secret Santa 3.\\n\\nThese blocks are Sliceable. (See \"Slicer Controller\" or the LylyraHelper GameBanana page for details).","Auto Return Falling Block (Left)":"A falling block that falls left (sideways).\\nAfter coming to a stop, this block will return to its starting location after a short (specifiable) delay.\\n\\nThis entity is a port of the Auto Return Falling Blocks seen in \"Spacial Rift\" by TheDavSmasher in Secret Santa 3.\\n\\nThese blocks are Sliceable. (See \"Slicer Controller\" or the LylyraHelper GameBanana page for details).","Auto Return Falling Block (Down)":"A falling block that falls down (with standard gravity).\\nAfter coming to a stop, this block will return to its starting location after a short (specifiable) delay.\\n\\nThis entity is a port of the Auto Return Falling Blocks seen in \"Spacial Rift\" by TheDavSmasher in Secret Santa 3.\\n\\nThese blocks are Sliceable. (See \"Slicer Controller\" or the LylyraHelper GameBanana page for details)."},"Shockwave Emitter":{"Shockwave Emitter":"A machine that emits elliptically shaped shockwaves."},"Whimsy Key":{"Whimsy Key":"A throwable item that opens Whimsy Doors, as first seen in Forest of Doors by Worldwaker2.\\nThe key has mixed motion physics somewhere between a Theo Crystal and a Jellyfish as well as a Jump Thru attached on top."},"Knife Spikes (Up, Default) / Knife Spikes (Up, Outline) / Knife Spikes (Up, Cliffside) / Knife Spikes (Up, Reflection) / Knife Spikes (Up, Tentacles)":{"Knife Spikes (Up, Outline)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Up, Default)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Up, Tentacles)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Up, Reflection)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Up, Cliffside)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers."},"Set Flag States On Respawn Trigger":{"Set Flag States On Respawn Trigger":"When touched, this trigger will record the status of a set of specified session flags as they were in that moment.\\nWhenenever the player respawns, the session flags are reset to the recorded state.\\nExtremely useful for maps that make use of toggled flag triggered mechanics in which the player will regularly navigate the room with both versions of the flag set (for example, a map with a room which can be either underwater or above water)."},"Uncursed Refill":{"Uncursed Refill":"A refill that can only be picked up if the player is under the effects of a curse from a Cursed Refill."},"Knife Spikes (Left, Default) / Knife Spikes (Left, Outline) / Knife Spikes (Left, Cliffside) / Knife Spikes (Left, Reflection) / Knife Spikes (Left, Tentacles)":{"Knife Spikes (Left, Cliffside)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Left, Reflection)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Left, Outline)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Left, Default)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Left, Tentacles)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers."},"Big Cloud / Big Cloud (Fragile)":{"Big Cloud (Fragile)":"A fragile Cloud, but bigger.","Big Cloud":"A Cloud, but bigger."},"Slicer Controller":{"Slicer Controller":"Allows you to modify your Slicer Settings, for use with Slicers and Slicer entities such as Laser Cutters and Knife Spikes.\\nSlicers cut entities into pieces when they are hit by a Slicer if that entity is specified in the Slicer Controller settings.\\nSee the LylyraHelper GameBanana page for more details on Slicers.\\nSlicer Settings are Session variables, meaning these settings will persist across room changes and save + quit, similar to Session Flags."},"Mute Sound Source Trigger":{"Mute Sound Source Trigger":"Mutes audio sources that play via SoundSource.cs, such as Kevin Blocks.\\nBasically removes most sounds that VivHelper's Audio Muter does not.\\nDoes not work on generic Audio calls, this is specifically for Sound Sources.\\nSomething counts a s a soundsource if it emits purple circles while viewing debug hitboxes."},"Dash Paper / Dash Paper (With Scissors)":{"Dash Paper":"A rectangular area that maintains a player's dash count when they dash inside it.\\n\\nDETAILS\\n\\nDash Paper is designed to be used with LylyraHelper's Slicers.\\nDash Paper interacts dynamically with Slicers, meaning instead of spawning smaller Dash Papers upon being sliced,\\nthe area that was sliced is directly removed from the Dash Paper, allowing for partial slices if the slicer is interrupted or when using instant slicing mode.\\n\\nNote that Dash Paper is the same as any Sliceable Entity and must be added to your SlicerController's Settings to be Sliced.\\nSee the LylyraHelper Gamebanana page for more details on Slicers.","Dash Paper (With Scissors)":"A rectangular area that maintains a player's dash count when they dash inside it.\\n\\nDETAILS\\n\\nDash Paper is designed to be used with LylyraHelper's Slicers.\\nDash Paper interacts dynamically with Slicers, meaning instead of spawning smaller Dash Papers upon being sliced,\\nthe area that was sliced is directly removed from the Dash Paper, allowing for partial slices if the slicer is interrupted or when using instant slicing mode.\\n\\nAddtionally, Whenever the player dashes, Scissors are spawned on a side opposite the dash (ex:an Up facing dash will spawn scissors at the bottom of the Dash Paper).\\nThese Scissors are equipped with Slicers and will Slice any entity in your SlicerController's Settings.\\nScissors additionally kill the player upon colliding.\\n\\nNote that Dash Paper is the same as any Sliceable Entity and must be added to your SlicerController's Settings to be Sliced.\\nSee the LylyraHelper Gamebanana page for more details on Slicers."},"Light Source Sensitive Kuwahara Blur Controller":{"Light Source Sensitive Kuwahara Blur Controller":"Allows you to disable or enable a Kuwahara Style Blur.\\nAreas affected by light sources (including player spotlight) have immunity to this effect proportional to the light's strength."},"Knife Spikes (Down, Default) / Knife Spikes (Down, Outline) / Knife Spikes (Down, Cliffside) / Knife Spikes (Down, Reflection) / Knife Spikes (Down, Tentacles)":{"Knife Spikes (Down, Outline)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Down, Cliffside)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Down, Reflection)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Down, Default)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Down, Tentacles)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers."},"Laser Cutter (Up, Pulse) / Laser Cutter (Left, Pulse) / Laser Cutter (Right, Pulse) / Laser Cutter (Down, Pulse) / Laser Cutter (Up, Breakbeam) / Laser Cutter (Left, Breakbeam) / Laser Cutter (Right, Breakbeam) / Laser Cutter (Down, Breakbeam) / Laser Cutter (Up, In Front) / Laser Cutter (Left, In Front) / Laser Cutter (Right, In Front) / Laser Cutter (Down, In Front)":{"Laser Cutter (Right, Pulse)":"A right facing laser cannon that regularly fires on a timer.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Up, In Front)":"An upward laser cannon activated if the player is directly in front, ignoring collision checks.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Up, Pulse)":"An upward facing laser cannon that regularly fires on a timer.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Left, Pulse)":"A left facing laser cannon that regularly fires on a timer.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Left, Breakbeam)":"A left facing line of sight activated laser cannon.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Right, Breakbeam)":"A right facing line of sight activated laser cannon.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Down, Pulse)":"A downward facing laser cannon that regularly fires on a timer.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Up, Breakbeam)":"An upward facing line of sight activated laser cannon.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Down, In Front)":"A downward laser cannon activated if the player is directly in front, ignoring collision checks.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Right, In Front)":"A right laser cannon activated if the player is directly in front, ignoring collision checks.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Down, Breakbeam)":"A downward line of sight activated laser cannon.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Laser Cutter (Left, In Front)":"A left laser cannon activated if the player is directly in front, ignoring collision checks.\\nThe cannon's laser beams comes pre-equipped with a Slicer, which will Slice entity types you've set with a SlicerController.\\nSee the LylyraHelper GameBanana page for more details on Slicers."},"Dash Activated Dust Bunny (Rotate)":{"Dash Activated Dust Bunny (Rotate)":"A Dust Bunny that rotates by a specified angle whenever the player dashes."},"Dash Activated Dust Bunny":{"Dash Activated Dust Bunny":"A Dust Bunny that moves to its next node whenever the player dashes."},"Dependency Trigger / Add Slicer Trigger (Up) / Add Slicer Trigger (Right) / Add Slicer Trigger (Down) / Add Slicer Trigger (Left) / Add Slicer Trigger (All)":{"Add Slicer Trigger (Left)":"Adds an upward facing Slicer to Entities of a type or type specified.\\nThe entity doesnt have to be slicable for the Slicer to be added\\nThis slicer will slice entities specified by your SlicerController settings.\\n\\nExample: Add an upward slicer to the Player to let them break blocks above them like Mario.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Add Slicer Trigger (Right)":"Adds an upward facing Slicer to Entities of a type or type specified.\\nThe entity doesnt have to be slicable for the Slicer to be added\\nThis slicer will slice entities specified by your SlicerController settings.\\n\\nExample: Add an upward slicer to the Player to let them break blocks above them like Mario.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Add Slicer Trigger (All)":"Adds an upward facing Slicer to Entities of a type or type specified.\\nThe entity doesnt have to be slicable for the Slicer to be added\\nThis slicer will slice entities specified by your SlicerController settings.\\n\\nExample: Add an upward slicer to the Player to let them break blocks above them like Mario.\\nSee the LylyraHelper GameBanana page for more details on Slicers.\\n\\nNOTE: THIS VERSION IS NO DIFFERENT FROM ADDING ONE OF EACH SLICER DIRECTION (UP, DOWN, LEFT, RIGHT), AND IS JUST FOR QOL. FOUR TOTAL SLICERS WILL BE ADDED.","Add Slicer Trigger (Up)":"Adds an upward facing Slicer to Entities of a type or type specified.\\nThe entity doesnt have to be slicable for the Slicer to be added\\nThis slicer will slice entities specified by your SlicerController settings.\\n\\nExample: Add an upward slicer to the Player to let them break blocks above them like Mario.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Add Slicer Trigger (Down)":"Adds an upward facing Slicer to Entities of a type or type specified.\\nThe entity doesnt have to be slicable for the Slicer to be added\\nThis slicer will slice entities specified by your SlicerController settings.\\n\\nExample: Add an upward slicer to the Player to let them break blocks above them like Mario.\\nSee the LylyraHelper GameBanana page for more details on Slicers.","Dependency Trigger":"Sets a Session flag if a dependency is loaded.\\nUseful if you want to make a map that has optional or even secret dependencies.\\nFor instance, a map where you want to warn the player if another mod can interfere with the intended experience such as a visual mod.\\nAlternatively, become Psycho Mantis and use this to make dialog or cutscenes only if another mod is currently active."},"Disable Entity Preservation Trigger":{"Disable Entity Preservation Trigger":"A trigger that once touched, disables the esoteric tech known as \"Entity Preservation\", a frame perfect trick that allows a player to die on the frame a temporarily existing entity spawns to bring it into the room upon respawn.\\nVery useful if you are making a map with entities that spawn other entities, such as LylyraHelper's Slicers, FrostHelper's GrowBlocks, and many many more."},"Knife Spikes (Right, Default) / Knife Spikes (Right, Outline) / Knife Spikes (Right, Cliffside) / Knife Spikes (Right, Reflection) / Knife Spikes (Right, Tentacles)":{"Knife Spikes (Right, Default)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Right, Reflection)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Right, Outline)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Right, Cliffside)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers.","Knife Spikes (Right, Tentacles)":"Spikes with a Slicer attached.\\nThe Slicer will cut entities specified in your SlicerController settings in half when hit by the Knife Spikes.\\n\\nRemember to add a SlicerController to your map to use Slicers."},"Cursed Refill":{"Cursed Refill":"A refill that \"curses\" the player with death upon the end of their dash, unless an Uncursed Refill is picked up beforehand."}},"GameBanana/Mod/681199":{"Entity Subpixel Trigger":{"Entity Subpixel Trigger":"Sets the subpixel position of any entity."},"Lock Player State Trigger":{"Lock Player State Trigger":"Locks the player state to the value it was when entering the trigger. Note that certain cutscenes unlock it."}},"GameBanana/Mod/53687":{"Respawning Bounce Jellyfish / Respawning Bounce Jellyfish (One Dash) / Respawning Bounce Jellyfish (Two Dashes)":{"Respawning Bounce Jellyfish (Two Dashes)":"Bounce Mode exclusive jellyfish that can dash twice.","Respawning Bounce Jellyfish":"A Jellyfish compatible with Bounce Mode.","Respawning Bounce Jellyfish (One Dash)":"Bounce Mode exclusive jellyfish that can dash."}},"GameBanana/Mod/679255":{"Build Allowed Region":{"Build Allowed Region":"When placed, restricts building (using Build Controller or the Build Anywhere mod setting) to the area within it."},"Global Timer":{"Global Timer":"Timer that persists across rooms."},"Build Controller":{"Build Controller":"Allows the player to build and mine tiles."},"Entity Invisibility Field":{"Entity Invisibility Field":"Makes entities within itself invisible."},"HD Shader Mask":{"HD Shader Mask":"here be dragons"},"Force Inputs":{"Force Inputs":"A barebones Celeste interface that allows you to force certain inputs to be pressed/released from the \"point of view\" of `Player.Update()`."},"Disable Glitch Effects":{"Disable Glitch Effects":"Disables the glitch effect without touching the user's photosensitivity setting."},"Reload Room":{"Reload Room":"Reloads the level, as if pressing F1."},"Window Dance":{"Window Dance":"Makes the game window move around to follow Madeline."},"Flag Sequence":{"Flag Sequence":"Activates a list of flags in order with configurable delays. Can optionally advance during freeze frames."},"Mouse Control":{"Mouse Control":"When inside the trigger, teleports Madeline to your mouse every frame."},"Minimize Game":{"Minimize Game":"Minimizes the game."},"Better Timer":{"Better Timer":"'Cause all the other timer triggers suck."},"Stamina Fade Trigger":{"Stamina Fade Trigger":"Fades the trigger under the node based on the stamina of the player."},"Entity Type Shader Mask":{"Entity Type Shader Mask":"Renders entities specified by their type (SID) to a mask group."},"Entity ID Shader Mask":{"Entity ID Shader Mask":"Renders entities specified by their ID to a mask group."},"Hot Reload Room":{"Hot Reload Room":"Hot reloads the level, as if pressing F5."},"HD Shader":{"HD Shader":"Applies a high-resolution (1920x1080) shader to the game."},"Speed Fade Trigger":{"Speed Fade Trigger":"Fades the trigger under the node based on the speed of the player."},"Show Status":{"Show Status":"Displays a piece of text in the bottom left corner on the screen."},"Non-Broken Instant Camera Catchup":{"Non-Broken Instant Camera Catchup":"So VivHelper's Instant Camera Catchup trigger is broken because it does this thing where the camera remains locked onto you until OnLeave is called.\\nSo if something happens that causes it to not get called (say, teleporting with debug map, save & quit, etc.), the camera will stay locked onto you for the rest of the session (unless you enter and leave another Instant Camera Catchup trigger).\\nThis fixes that by either:\\n- Making the camera lock expire after 1 frame (even if you stay inside the trigger), so it actually works like \"just catch up the camera\" like you probably thought it already did.\\n- If you actually do want the camera to stay locked onto the player, you can untoggle Only On Enter. This still has fixes over VivHelper; leaving the room by means like debug map or save and quit properly unlocks the camera."},"Vertical Crumble Block":{"Vertical Crumble Block":"stretch"}},"GameBanana/Mod/53688":{"Move Block Barrier":{"Move Block Barrier":"A barrier that blocks move blocks (both vanilla and modded) and lets everything else pass."},"Thorn Growers":{"Thorn Growers":"Procedurally generated tall thorny plants.\\nBased on a plant of the same name in Rain World."},"Dash Spring (Down)":{"Dash Spring (Down)":"A down-facing spring that only activates when the player is dashing."},"Dependency Flag Controller":{"Dependency Flag Controller":"A controller that sets a flag if a given mod dependency is satisfied."},"Stop Tron State":{"Stop Tron State":"Changes the player from the Tron state back into the normal state."},"Dash Spring (Left)":{"Dash Spring (Left)":"A left-facing spring that only activates when the player is dashing."},"Flower Field":{"Flower Field":"A randomly generated field of flowers. Can contain dandelions and decals."},"Persistent MiniTextbox":{"Persistent MiniTextbox":"Spawns a mini textbox that doesn't vanish automatically."},"Cassette Cassette (0 - Blue) / Cassette Cassette (1 - Rose) / Cassette Cassette (2 - Bright Sun) / Cassette Cassette (3 - Malachite)":{"Cassette Cassette (0 - Blue)":"Cassette but it blinks on and off with blue cassette blocks.","Cassette Cassette (1 - Rose)":"Cassette but it blinks on and off with red cassette blocks.","Cassette Cassette (2 - Bright Sun)":"Cassette but it blinks on and off with bright sun cassette blocks.","Cassette Cassette (3 - Malachite)":"Cassette but it blinks on and off with malachite cassette blocks."},"CelesteNet Flag Synchronizer":{"CelesteNet Flag Synchronizer":"A controller that ensures a specified flag has the same value for all players on CelesteNet while they are in a room with this controller."},"Dash Spring (Right)":{"Dash Spring (Right)":"A right-facing spring that only activates when the player is dashing."},"Start Tron State":{"Start Tron State":"Enters the player into a feather-like state where they leave a trail of light that kills them if they touch it."},"Floatier Space Block":{"Floatier Space Block":"Floaty Space Block but with customizable values for many different parameters."},"Neutral Jump Death Penalty":{"Neutral Jump Death Penalty":"Enables/disables killing the player if they neutral jump."},"Dash Spring (Up)":{"Dash Spring (Up)":"An up-facing spring that only activates when the player is dashing."},"Cassette Spinner (0 - Blue) / Cassette Spinner (1 - Rose) / Cassette Spinner (2 - Bright Sun) / Cassette Spinner (3 - Malachite)":{"Cassette Spinner (3 - Malachite)":"Spinner but it blinks on and off with malachite cassette blocks.","Cassette Spinner (1 - Rose)":"Spinner but it blinks on and off with red cassette blocks.","Cassette Spinner (2 - Bright Sun)":"Spinner but it blinks on and off with bright sun cassette blocks.","Cassette Spinner (0 - Blue)":"Spinner but it blinks on and off with blue cassette blocks."},"Questionable Flag Controller":{"Questionable Flag Controller":"A controller that sets a flag for something you really should not be setting flags for.\\nFlag format is BrokemiaHelperFlag_WHICH_VALUE, with WHICH and VALUE being swapped out for their actual values."},"Vineinator (Green Preset) / Vineinator (Red Preset) / Vineinator (Blue Preset) / Vineinator (Yellow Preset) / Vineinator (Purple Preset) / Vineinator (Cyan Preset) / Vineinator (White Preset)":{"Vineinator (Yellow Preset)":"Behold! The Vineinator 5000! *thunder crash*\\nGenerates vines for decoration. By default similar to a yellow version of the vanilla vine decals, but highly customizable.","Vineinator (Green Preset)":"Behold! The Vineinator 5000! *thunder crash*\\nGenerates vines for decoration. By default similar to the vanilla green vine decals, but highly customizable.","Vineinator (Blue Preset)":"Behold! The Vineinator 5000! *thunder crash*\\nGenerates vines for decoration. By default similar to a blue version of the vanilla vine decals, but highly customizable.","Vineinator (Cyan Preset)":"Behold! The Vineinator 5000! *thunder crash*\\nGenerates vines for decoration. By default similar to a cyan version of the vanilla vine decals, but highly customizable.","Vineinator (White Preset)":"Behold! The Vineinator 5000! *thunder crash*\\nGenerates vines for decoration. By default similar to a white version of the vanilla vine decals, but highly customizable.","Vineinator (Red Preset)":"Behold! The Vineinator 5000! *thunder crash*\\nGenerates vines for decoration. By default similar to the vanilla red vine decals, but highly customizable.","Vineinator (Purple Preset)":"Behold! The Vineinator 5000! *thunder crash*\\nGenerates vines for decoration. By default similar to a purple version of the vanilla vine decals, but highly customizable."},"Universal Accelerator":{"Universal Accelerator":"Accelerates the player or holdables at a constant rate once they touch the accelerator."},"Cave Wall":{"Cave Wall":"A wall that disappears when the player enters it and reappears when the player leaves it.\\nConnects with adjacent cave walls."},"Cassette Intro Car (0 - Blue) / Cassette Intro Car (1 - Rose) / Cassette Intro Car (2 - Bright Sun) / Cassette Intro Car (3 - Malachite)":{"Cassette Intro Car (2 - Bright Sun)":"Intro Car but it blinks on and off with bright sun cassette blocks.","Cassette Intro Car (0 - Blue)":"Intro Car but it blinks on and off with blue cassette blocks.","Cassette Intro Car (3 - Malachite)":"Intro Car but it blinks on and off with malachite cassette blocks.","Cassette Intro Car (1 - Rose)":"Intro Car but it blinks on and off with red cassette blocks."},"Tall Grass":{"Tall Grass":"A row of grass sprites that shake when the player walks through them."},"Non-Badeline Boss Moving Block":{"Non-Badeline Boss Moving Block":"A Badeline Boss Moving Block that does not require a Badeline Boss to activate.\\nAlso supports multiple nodes, flag activation, and additional customization."},"Cassette Dream Block (0 - Blue) / Cassette Dream Block (1 - Rose) / Cassette Dream Block (2 - Bright Sun) / Cassette Dream Block (3 - Malachite)":{"Cassette Dream Block (0 - Blue)":"Dream Block/Space Jam but it blinks on and off with blue cassette blocks.","Cassette Dream Block (2 - Bright Sun)":"Dream Block/Space Jam but it blinks on and off with bright sun cassette blocks.","Cassette Dream Block (1 - Rose)":"Dream Block/Space Jam but it blinks on and off with red cassette blocks.","Cassette Dream Block (3 - Malachite)":"Dream Block/Space Jam but it blinks on and off with malachite cassette blocks."},"Noodle Emitter":{"Noodle Emitter":"Emits noodle creatures."},"Big Spring (Up) / Big Spring (Down) / Big Spring (Right) / Big Spring (Left) / Big Dash Spring (Up) / Big Dash Spring (Down) / Big Dash Spring (Right) / Big Dash Spring (Left)":{"Big Spring (Up)":"An up-facing spring with a changeable size.","Big Dash Spring (Down)":"A down-facing spring with a changeable size that only activates when the player is dashing.","Big Dash Spring (Up)":"An up-facing spring with a changeable size that only activates when the player is dashing.","Big Spring (Down)":"A down-facing spring with a changeable size.","Big Spring (Right)":"A right-facing spring with a changeable size.","Big Dash Spring (Left)":"A left-facing spring with a changeable size that only activates when the player is dashing.","Big Spring (Left)":"A left-facing spring with a changeable size.","Big Dash Spring (Right)":"A right-facing spring with a changeable size that only activates when the player is dashing."},"Troll Strawberry / Troll Strawberry (Winged) / Troll Moonberry":{"Troll Moonberry":"A moon berry that pops and disappears instead of being collected.","Troll Strawberry":"A strawberry that pops and disappears instead of being collected.","Troll Strawberry (Winged)":"A winged strawberry that pops and disappears instead of being collected."},"Decal Blender (BG) / Decal Blender (FG)":{"Decal Blender (FG)":"Makes included decals use a different blend mode when rendering on each other.\\nDefaults to foreground decal depth.","Decal Blender (BG)":"Makes included decals use a different blend mode when rendering on each other.\\nDefaults to background decal depth."},"Theo Respawn":{"Theo Respawn":"When the player enters this room, a Theo Crystal will spawn at the Theo Respawn closest to the player."},"Dandelion (Small) / Dandelion (Large)":{"Dandelion (Small)":"A small dandelion that scatters seeds when the player gets close.","Dandelion (Large)":"A large dandelion that scatters seeds when the player gets close."}},"GameBanana/Mod/643110":{"Cursor Window":{"Cursor Window":"A window that turns the player into a cursor for a set time"},"Fuse":{"Fuse":"A fuse that triggers fireworks, requires a lighter refill to be collected to use"},"Wallboost Leniency Controller":{"Wallboost Leniency Controller":"Adjusts the time window after you climb jump to still be allowed to wallboost"},"Tileset Sound Splitter":{"Tileset Sound Splitter":"Allows grab, step, and land sounds for a set tileset to be unique sounds"},"Multi-Texture Decal (Foreground) / Multi-Texture Decal (Background)":{"Multi-Texture Decal (Background)":"A custom background decal that chooses from multiple options on creation\\nUseful for if you have same size sprite variations or need random decal registry attributes","Multi-Texture Decal (Foreground)":"A custom foreground decal that chooses from multiple options on creation\\nUseful for if you have same size sprite variations or need random decal registry attributes"},"Lighter Refill":{"Lighter Refill":"Allows the player to light a fuse from a firework when grab is pressed near the tail"},"Change Window Title Trigger":{"Change Window Title Trigger":"Changes the game window title on player enter (plus flag options)"},"Move Block Wait Controller":{"Move Block Wait Controller":"Adjusts the wait time of all Move Blocks from stepping on it to it moving"},"Play Sound Trigger":{"Play Sound Trigger":"Plays a specified sound, optionally with a parameter."},"Dark Angel Refill":{"Dark Angel Refill":"Gives the player a Dark Angel double jump when collected\\nInspired by unrelated movement in Sonafleki"},"Change Player State Trigger":{"Change Player State Trigger":"Sets the player state to a specified one"},"StLaunch Controller":{"StLaunch Controller":"Forces the player to exit StLaunch state when grounded"},"Editor Indicator":{"Editor Indicator":"An editor only visual indicator, for whatever purposes you need"},"Sticky Wall (Left) / Sticky Wall (Right)":{"Sticky Wall (Left)":"A wall that when you touch, the player faces its direction and grabs onto any connected wall (Not attached)","Sticky Wall (Right)":"A wall that when you touch, the player faces its direction and grabs onto any connected wall (Not attached)"},"Firework":{"Firework":"A firework that can be triggered by a fuse"},"Global Room Controller":{"Global Room Controller":"If this controller is placed in a room, it will load all entities and triggers in it globally"},"Dreamer Refill":{"Dreamer Refill":"Sets the player to StDreamDash on dash end if collected"},"Local Room Controller":{"Local Room Controller":"If this controller is placed in a room, it will load all entities and triggers in it locally\\nIf an entity or trigger is loaded locally, it means a new instance of it will load per room\\nThis is equivalent to a _bb_global room"}},"GameBanana/Mod/53647":{"Rainbow Channel Controller (Color)":{"Rainbow Channel Controller (Color)":"Controls how colors for a given Rainbow Channel should be selected.\\nUse a Rainbow Channel Attacher to attach entities to Rainbow Channels."},"Static Door":{"Static Door":"A door that doesn't get moved by solids and doesn't get disabled when inside a solid"},"Activator (If Random)":{"Activator (If Random)":"Activates triggers which intersect with the nodes of this trigger, if a random chance is met when this trigger gets triggered.\\nNOT COLLIDABLE, requires another Activator to activate this!\\nUseful for more complicated systems."},"Time To Counter Controller":{"Time To Counter Controller":"Sets a Session Counter to the value of the Session Timer or the Savefile Timer."},"Dynamic Rain Collider":{"Dynamic Rain Collider":"Invisible collider that blocks Dynamic Rain."},"Arbitrary Shape Cloud Edit Color":{"Arbitrary Shape Cloud Edit Color":"Edits the color (potentially over some time period) of Arbitrary Shape Clouds with the provided tag."},"Activator (On Player On Ground)":{"Activator (On Player On Ground)":"While a player is on the ground while inside of this trigger, activates triggers which intersect with the nodes of this trigger, optionally after a given delay."},"Bath Bomb":{"Bath Bomb":"A holdable that sets the color of Dynamic Waterfalls upon touching them.\\nFrom Frozen Waterfall."},"Timer Reset":{"Timer Reset":"Resets a timer started by the Timer trigger, allowing it to be started again."},"Timer Change":{"Timer Change":"Changes how much time is left on a timer started by the Timer trigger."},"Activator (On Elytra Ring)":{"Activator (On Elytra Ring)":"Activates triggers which intersect with the nodes of this trigger when the player enters a Communal Helper Elytra Ring.\\nUseful for more complicated systems."},"Rain Cloud":{"Rain Cloud":"A cloud that emits Dynamic Rain.\\nUse a Dynamic Water Behavior Controller to configure behavior when the player enters the rain, akin to Frozen Waterfall."},"Gray Booster / Gray Booster (Red)":{"Gray Booster":"A booster that doesn't allow for fastbubbling.\\nBy default, it boosts you immediately upon enter, but boost time can be changed.","Gray Booster (Red)":"A booster that doesn't allow for fastbubbling.\\nBy default, it boosts you immediately upon enter, but boost time can be changed.\\nActs like a red booster."},"Activator (Loop)":{"Activator (Loop)":"Activates triggers which intersect with the nodes of this trigger, once every a given delay.\\nNOT COLLIDABLE by the player."},"Arbitrary Shape Bloom Blocker":{"Arbitrary Shape Bloom Blocker":"Blocks bloom (either fully or partially) in a polygonal area defined by nodes."},"Activator (On Counter)":{"Activator (On Counter)":"Activates triggers which intersect with the nodes of this trigger, once a Session Counter fulfills a specified condition.\\nTriggers get activated the frame the condition got met, only if it wasn't met last frame.\\nNOT COLLIDABLE, requires another Activator to activate this!\\nUseful for more complicated systems."},"Flag Invert":{"Flag Invert":"Inverts the value of a given flag."},"Sequencer":{"Sequencer":"When entered, starts a programmable sequence of timed commands,\\nlike setting flags, counters, sliders, or activating other triggers."},"Flag To Counter Controller":{"Flag To Counter Controller":"Counts how many of the provided flags are set, and sets a Session Counter to that value."},"Arbitrary Shape Cloud Edit Rainbow":{"Arbitrary Shape Cloud Edit Rainbow":"Edits whether Arbitrary Shape Clouds with the provided tag are rainbow."},"Trigger Spinner":{"Trigger Spinner":"A Custom Spinner, which acts like a Trigger Spike."},"Raycasted Light":{"Raycasted Light":"A triangular light source, emanating from one central point, dynamically raycasted to collide with solids.\\nNodes specify the angle the light, the red rectangle is the source location."},"Activator (On Player Dashing)":{"Activator (On Player Dashing)":"While a player is dashing (or dashed, depending on settings) while inside of this trigger, activates triggers which intersect with the nodes of this trigger, optionally after a given delay."},"Flag If Visible":{"Flag If Visible":"Sets a flag if the trigger is in view."},"Indirect Flag":{"Indirect Flag":"Sets a flag, whose name is obtained via a Session Expression."},"Temporary Flag":{"Temporary Flag":"Sets a flag which will get reset automatically when you die"},"Entity Move":{"Entity Move":"Moves targeted entities when the player enters this trigger\\nor its activated by Activators or Trigger Triggers.\\nNodes specify a rectangle from which entities will be moved."},"Activator (On Flag)":{"Activator (On Flag)":"As soon as the chosen flag is set, activates triggers which intersect with the nodes of this trigger, optionally after a given delay.\\nWorks by listening to calls to Session.SetFlag."},"Recolorable Water":{"Recolorable Water":"Water that can be recolored by Bath Bombs.\\n\\nUse a Dynamic Water Behavior Controller to configure behavior when the player enters the Water.\\nNot as optimised as Pandora's Box Colored Water, use that if possible instead.\\nFrom Frozen Waterfall."},"Grow Block":{"Grow Block":"A block that expands after a flag gets activated, then goes back to its original location after some time."},"Activator (On Session Expression)":{"Activator (On Session Expression)":"Activates triggers which intersect with the nodes of this trigger, as soon as a Session Expression gets met.\\nTriggers get activated the frame the condition got met, only if it wasn't met last frame."},"Activator (On Expression Changed)":{"Activator (On Expression Changed)":"Activates triggers which intersect with the nodes of this trigger, as soon as a Session Expression's value changes compared to last frame."},"Entity Batcher":{"Entity Batcher":"Allows for batching up entity rendering, and to apply a HLSL shader from Shader Helper to said entities. Very technical, requires coding knowledge."},"Indirect Slider":{"Indirect Slider":"Sets a slider, whose name is obtained via a Session Expression."},"Expression To Slider Controller":{"Expression To Slider Controller":"Sets a Session Slider to the value of a Session Expression each frame."},"Activator (If Counter)":{"Activator (If Counter)":"Activates triggers which intersect with the nodes of this trigger, if a Session Counter fulfills a specified condition when this trigger gets activated from an outside source.\\nNOT COLLIDABLE, requires another Activator to activate this!\\nUseful for more complicated systems."},"Counter Display":{"Counter Display":"Creates a HUD display for a Session Counter or Session Expression, optionally with an icon."},"Santa Refill":{"Santa Refill":"Refills the player's Santa Boost, which can be used to get a vertical boost at any time.\\nFrom the map \"A Christmas Night\"."},"Ice Key":{"Ice Key":"A key that dissolves when the player dashes, respawning in its original location."},"Activator (Else)":{"Activator (Else)":"When an If-style Activator points to this,\\nactivates triggers which intersect with the nodes of this trigger,\\nif the condition of that other activator was NOT met.\\nNOT COLLIDABLE, requires another If-Activator to activate this!\\nUseful for more complicated systems."},"Shatter Custom Spinners":{"Shatter Custom Spinners":"Shatters Frost Helper Spinners in the room, based on a Session Expression filter.\\nCan optionally be activated by a Change Spinners trigger to create a chain of edits."},"Arbitrary Shape Cloud":{"Arbitrary Shape Cloud":"Auto-generates a cloud of a given shape using the provided sprites and a polygon, optionally with parallax."},"Flag If Expression Controller":{"Flag If Expression Controller":"Sets a flag if a Session Expression is met, and clears that flag otherwise."},"Custom Spinner Controller":{"Custom Spinner Controller":"Changes the way spinners work room-wide. Allows toggling Spinner Cycles, and more."},"Rainbow Channel Attacher":{"Rainbow Channel Attacher":"Attaches specified entities to a Rainbow Channel.\\nThis allows control over their rainbow colors by using a Rainbow Channel Controller set to the same channel id."},"Static Bumper":{"Static Bumper":"A Bumper that doesn't wobble.\\nAllows for more customisation as well."},"Temporary Key":{"Temporary Key":"A key that respawns after death, even after being used.\\nIntended to be used together with Temporary Key Doors, can cause key duplication otherwise!"},"Session Slider":{"Session Slider":"Changes the value of a Session Slider, which is a float saved to session."},"Activator (On Cassette Block Swap)":{"Activator (On Cassette Block Swap)":"When the cassette blocks swap, activates triggers which intersect with the nodes of this trigger, optionally after a given delay."},"Dynamic Water Behavior Controller":{"Dynamic Water Behavior Controller":"Configures what happens when the player enters a Dynamic Waterfall, like in Frozen Waterfall."},"Berry Tracker Controller":{"Berry Tracker Controller":"Makes berry count information available via session counters."},"Expression To Counter Controller":{"Expression To Counter Controller":"Sets a Session Counter to the value of a Session Expression each frame."},"Change Spinners":{"Change Spinners":"Edits Frost Helper Spinners in the room, based on a Session Expression filter.\\nCan optionally have a node pointing at another Change/Shatter Spinners trigger to create a chain of edits."},"Activator (Delay)":{"Activator (Delay)":"Activates triggers which intersect with the nodes of this trigger, after a given delay.\\nNOT COLLIDABLE, requires another Activator to activate this!\\nUseful for more complicated systems."},"Blue Booster":{"Blue Booster":"A booster that doesn't refill your dash upon entering it."},"Flag If Counter Controller":{"Flag If Counter Controller":"Sets a flag if a Session Counter condition is met, and clears that flag otherwise."},"Indirect Counter":{"Indirect Counter":"Sets a counter, whose name is obtained via a Session Expression."},"Arbitrary Shape Light":{"Arbitrary Shape Light":"A light source of an arbitrary shape, emanating from one central point."},"Activator (If)":{"Activator (If)":"Activates triggers which intersect with the nodes of this trigger, if a condition is met when this trigger gets triggered.\\nNOT COLLIDABLE, requires another Activator to activate this!\\nUseful for more complicated systems."},"Activator (On Jump)":{"Activator (On Jump)":"Activates triggers which intersect with the nodes of this trigger when the player jumps."},"Activator (On Player Enter)":{"Activator (On Player Enter)":"When a player enters this, activates triggers which intersect with the nodes of this trigger, optionally after a given delay."},"Randomize Session Counter":{"Randomize Session Counter":"Changes the value of a Session Counter to a random value within a range, which is a 32-bit integer saved to session."},"No Movement":{"No Movement":"Disables walking."},"Decal Container":{"Decal Container":"Groups decals into smaller chunks, which are then culled in an efficient way. Used for optimising huge rooms with hundreds of decals."},"Dynamic Waterfall":{"Dynamic Waterfall":"A waterfall which dynamically resizes.\\nUse a Dynamic Water Behavior Controller to configure behavior when the player enters the waterfall, akin to Frozen Waterfall."},"Activator (On Spawn)":{"Activator (On Spawn)":"When you load into the room, activates triggers which intersect with the nodes of this trigger, optionally after a given delay."},"Activator (Switch on Counter)":{"Activator (Switch on Counter)":"Activates triggers which intersect with one of the nodes of this trigger, depending on the value of the counter.\\nBy default, if counter == 0, the first node will get activated, if counter == 1 then the 2nd, etc.\\nThis mapping can be configured by the 'cases' property.\\nNOT COLLIDABLE, requires another Activator to activate this!\\nUseful for more complicated systems."},"Activator (On Death)":{"Activator (On Death)":"When a player dies, activates triggers which intersect with the nodes of this trigger, optionally after a given delay."},"Rainbow Channel Controller (Gradient)":{"Rainbow Channel Controller (Gradient)":"Controls how colors for a given Rainbow Channel should be selected.\\nUse a Rainbow Channel Attacher to attach entities to Rainbow Channels."},"Speed Ring Challenge (3D Rendering)":{"Speed Ring Challenge (3D Rendering)":"Uses Communal Helper to render 3d rings.\\nEach ring is made up of 2 consecutive nodes.\\nFinal node is used to search for a berry to spawn in as a reward."},"Timer":{"Timer":"Creates a visible timer, which sets a flag once it expires."},"Activator (On Berry Collect)":{"Activator (On Berry Collect)":"Activates triggers which intersect with the nodes of this trigger when the player collects a berry.\\nUseful for more complicated systems."},"Rainbow Channel Controller (HSV)":{"Rainbow Channel Controller (HSV)":"Controls how colors for a given Rainbow Channel should be selected.\\nUse a Rainbow Channel Attacher to attach entities to Rainbow Channels."},"Yellow Booster":{"Yellow Booster":"A booster that kills you if you don't fastbubble."},"Incrementing Timer":{"Incrementing Timer":"Creates a visible timer which counts up until stopped by a flag."},"Dash Increment Booster / Dash Increment Booster (Red)":{"Dash Increment Booster (Red)":"A booster that increases the amount of dashes you have, instead of refiling them.\\nActs like a red booster.","Dash Increment Booster":"A booster that increases the amount of dashes you have, instead of refiling them."},"Activator (On Entity Enter)":{"Activator (On Entity Enter)":"When an entity enters this trigger, activates triggers which intersect with the nodes of this trigger, optionally after a given delay."},"Session Counter":{"Session Counter":"Changes the value of a Session Counter, which is a 32-bit integer saved to session."},"Dynamic Rain Generator":{"Dynamic Rain Generator":"Generates Dynamic Rain, which can collide with solids and be at any angle."},"Styleground Blend Mode Change":{"Styleground Blend Mode Change":"Changes the blend mode of all stylegrounds with the provided tag."}},"GameBanana/Mod/53768":{"Movable Respawn":{"Movable Respawn":"Place above a movable block to move with the block. Does not reset room state on respawn"},"Push Puzzle Block":{"Push Puzzle Block":"Moves when dashed into. Useful for sokoban maps"},"Water Berry":{"Water Berry":"Despawns when Madeline touches water. Does not count towards berry total"},"Four Surface Water":{"Four Surface Water":"Mostly deprecated. Use Pandora's Box water instead!"},"Set Water Dashes Entity":{"Set Water Dashes Entity":"Sets Madeline's dash count when she touches water"}},"GameBanana/Mod/53722":{"Bound Refill":{"Bound Refill":"From KAERRA's Furry Week. Grants the player a spring-like dash."},"Particle Emitter":{"Particle Emitter":"An entity that continuously emits particles, with full customization."},"SMW Shell / SMW Shell (Disco)":{"SMW Shell (Disco)":"A somewhat SMW-accurate Disco Shell that can be bounced on.","SMW Shell":"A somewhat SMW-accurate Koopa Shell that can be thrown and bounced on."},"Minus Refill":{"Minus Refill":"From KAERRA's Furry Week. Removes a dash from the player, killing them if they have none."},"Waterfall Blocker":{"Waterfall Blocker":"Invisible entity that blocks waterfalls."},"Simple Text":{"Simple Text":"Displays a static string of text using FemtoHelper's Plutonium Text System."},"Touch Platform (Fall) / Touch Platform (Sink-rise)":{"Touch Platform (Sink-rise)":"A platform that sinks when touched, then rises.","Touch Platform (Fall)":"A platform that falls when touched."},"Upend Refill (Horizontal) / Upend Refill (Vertical)":{"Upend Refill (Vertical)":"From KAERRA's Furry Week. Reflects the player's vertical momentum and doubles it.","Upend Refill (Horizontal)":"From KAERRA's Furry Week. Reflects the player's horiozontal momentum and doubles it."},"Entity Kill Zone":{"Entity Kill Zone":"Kills entities according to the Whitelist and Blacklist, turning them into a puff of smoke."},"Vital Safety Trigger":{"Vital Safety Trigger":"Provides safety from the Vital Drain Controller mechanic."},"SMW Fish / SMW Fish (Blurp)":{"SMW Fish":"A fish entity that starts moving when an entity is set.","SMW Fish (Blurp)":"A fish entity that starts moving when an entity is set."},"SMW Block (Default) / SMW Block (Kaizo/Hidden) / SMW Block (Switch) / SMW Block (Turn Block) / SMW Block (Message Block)":{"SMW Block (Switch)":"A block that can toggle a flag on and off.","SMW Block (Kaizo/Hidden)":"A hidden block that can eject entities when hit.","SMW Block (Default)":"A block that can eject entities when hit.","SMW Block (Turn Block)":"A block that becomes intangible shortly when hit.","SMW Block (Message Block)":"A block that displays a message when hit."},"Teleport Door / Teleport Door (Up Press) / Teleport Door (Simple Area)":{"Teleport Door (Up Press)":"Interactable door that teleports the player with a screen wipe transision.","Teleport Door (Simple Area)":"Invisible area that teleports the player with a screen wipe transision.","Teleport Door":"Interactable door that teleports the player with a screen wipe transision."},"Spark Refill":{"Spark Refill":"From KAERRA's Furry Week. Grants the player a double-speed dash."},"Rotate Dash Refill":{"Rotate Dash Refill":"Grants the player a dash that rotates their momentum."},"Custom Moon Creature":{"Custom Moon Creature":"Highly customizable Moon Creature."},"Water Swap Block / Water Swap Block (Toggle)":{"Water Swap Block":"A block of water that moves like a Swap Block.","Water Swap Block (Toggle)":"A block of water that moves like a Toggle Swap Block."},"Custom Summit Checkpoint":{"Custom Summit Checkpoint":"Custom checkpoint that allows for custom textures."},"Circle Mover / Circle Mover (No Return)":{"Circle Mover":"A Zip Mover that moves in a circular manner."},"La Creatura":{"La Creatura":"Glowing butterfly creature."},"Timed Flag Refill / Timed Flag Refill (Two Dashes)":{"Timed Flag Refill":"When touched, affects a flag for a limited time.","Timed Flag Refill (Two Dashes)":"When touched, affects a flag for a limited time."},"Custom Wind Flag":{"Custom Wind Flag":"Wind flag with customizable properties."},"Limit Refill (Up) / Limit Refill (Down) / Limit Refill (Left) / Limit Refill (Right) / Limit Refill (Up-Right) / Limit Refill (Down-Left) / Limit Refill (Up-Left) / Limit Refill (Down-Right)":{"Limit Refill (Left)":"From KAERRA's Furry Week. Limit's the player's dashing direction.","Limit Refill (Down)":"From KAERRA's Furry Week. Limit's the player's dashing direction.","Limit Refill (Up-Left)":"From KAERRA's Furry Week. Limit's the player's dashing direction.","Limit Refill (Down-Left)":"From KAERRA's Furry Week. Limit's the player's dashing direction.","Limit Refill (Up)":"From KAERRA's Furry Week. Limit's the player's dashing direction.","Limit Refill (Right)":"From KAERRA's Furry Week. Limit's the player's dashing direction.","Limit Refill (Up-Right)":"From KAERRA's Furry Week. Limit's the player's dashing direction.","Limit Refill (Down-Right)":"From KAERRA's Furry Week. Limit's the player's dashing direction."},"Remote Particle Emitter Activator":{"Remote Particle Emitter Activator":"Activates all Particle Emitters with a specific tag."},"Water Move Block":{"Water Move Block":"A block of water that moves like a Move Block."},"Water Zip Mover / Water Zip Mover (No Return)":{"Water Zip Mover (No Return)":"A block of water that moves like a No Return Zip Mover.","Water Zip Mover":"A block of water that moves like a Zip Mover."},"Oshiro Caller (Call) / Oshiro Caller (Repel)":{"Oshiro Caller (Call)":"A dashable entity that calls an Oshiro boss.","Oshiro Caller (Repel)":"A dashable entity that destroys or repels a present Oshiro boss."},"Movement Modifier":{"Movement Modifier":"Modifies only the movement of Actors inside the entity, but not their speed."},"Set up Hardcore Challenge":{"Set up Hardcore Challenge":"Sets up a multi-chapter challenge run. Dying marks the run as failed."},"Water Circle Mover / Water Circle Mover (No Return)":{"Water Circle Mover":"A Water Zip Mover that moves in a circular manner.","Water Circle Mover (No Return)":"A No Return Water Zip Mover that moves in a circular manner."},"Evil Theo Crystal":{"Evil Theo Crystal":"A Theo Crystal but he's evil."},"Session Heart Gate / Session Heart Door":{"Session Heart Gate":"A customizable Heart Gate for Session Hearts."},"Monopticon":{"Monopticon":"The special Watchtower from Secret Santa Collab 2024's Watchtower Contest."},"Water Switch Gate":{"Water Switch Gate":"A block of water that moves like a Switch Gate."},"Pop Refill / Pop Refill (Two Dashes)":{"Pop Refill (Two Dashes)":"Refill that spawns some time only after being touched.","Pop Refill":"Refill that spawns some time only after being touched."},"Query Hardcore Challenge":{"Query Hardcore Challenge":"Queries the active Hardcore Challenge run for this level set."},"Clutter Shadow Controller":{"Clutter Shadow Controller":"Alters the color and transparency of clutter block shadows."},"Session Heart":{"Session Heart":"A Crystal Heart collectable that does not persist in the save file."},"Custom Big Waterfall (FG) / Custom Big Waterfall (BG)":{"Custom Big Waterfall (BG)":"Allows for parallax and color customization.","Custom Big Waterfall (FG)":"Allows for parallax and color customization."},"Cinematic Text Activator":{"Cinematic Text Activator":"Activates all Cinematic Text entities with a specific tag."},"Water Falling Block (Down) / Water Falling Block (Right) / Water Falling Block (Up) / Water Falling Block (Left)":{"Water Falling Block (Left)":"A block of water that falls like a Falling Block.","Water Falling Block (Down)":"A block of water that falls like a Falling Block.","Water Falling Block (Up)":"A block of water that falls like a Falling Block.","Water Falling Block (Right)":"A block of water that falls like a Falling Block."},"Backdrop Wind Controller":{"Backdrop Wind Controller":"Lets stylegrounds be affected by wind."},"Custom Fake Heart":{"Custom Fake Heart":"Highly customizable Fake Heart."},"Solid No Squish Controller":{"Solid No Squish Controller":"Prevents solids from squishing the player and dream block impact deaths."},"The Contraption":{"The Contraption":"Why don't you figure out what this one does?"},"Ocular Barrier / Ocular Barrier (Inverted)":{"Ocular Barrier":"A block toggled by a set flag. From Secret Santa Collab 2024's Watchtower Contest."},"GD Boost Orb (Green) / GD Boost Orb (Pink)":{"GD Boost Orb (Pink)":"Orb that boosts the player when pressing jump. Inverts gravity. Requires Gravity Helper.","GD Boost Orb (Green)":"Orb that boosts the player when pressing jump."},"Water Block":{"Water Block":"A block of water, rendered like other FemtoHelper water blocks."},"Move Block Ignore Controller":{"Move Block Ignore Controller":"Allows vanilla Move Blocks to ignore specified solids."},"Switch Movet":{"Switch Movet":"A colored block that moves when activated by a Switch Movet Box of the same color."},"Cinematic Text":{"Cinematic Text":"Displays an animated string of text using FemtoHelper's Plutonium Text System. Activated with a Cinematic Text Activator."},"Switch Movet Box":{"Switch Movet Box":"A colored box that activates Switch Movets of the same color when dashed onto."},"Geen Block / Geen Block (Inverted)":{"Geen Block (Inverted)":"A block that gives the player massive Liftboost opposite the input direction. Best used with uncapped Liftboost (via Extended Variants).","Geen Block":"A block that gives the player massive Liftboost in the input direction. Best used with uncapped Liftboost (via Extended Variants)."},"Custom Speed Blade (Clockwise) / Custom Speed Blade (Counter-Clockwise) / Custom Speed Dust (Clockwise) / Custom Speed Dust (Counter-Clockwise) / Custom Speed Starfish (Clockwise) / Custom Speed Starfish (Counter-Clockwise)":{"Custom Speed Starfish (Counter-Clockwise)":"Allows for speed and scale customization.","Custom Speed Blade (Clockwise)":"Allows for speed and scale customization.","Custom Speed Starfish (Clockwise)":"Allows for speed and scale customization.","Custom Speed Blade (Counter-Clockwise)":"Allows for speed and scale customization.","Custom Speed Dust (Clockwise)":"Allows for speed and scale customization.","Custom Speed Dust (Counter-Clockwise)":"Allows for speed and scale customization."},"Boosting Booster (Green) / Boosting Booster (Red)":{"Boosting Booster (Red)":"A Red Booster that gives the player an additional boost after a short time.","Boosting Booster (Green)":"A Green Booster that gives the player an additional boost after a short time."},"Vital Drain Controller":{"Vital Drain Controller":"Implements an oxygen meter-like system, with Vital Safety Controllers as safe spots."},"Session Heart Pedestal":{"Session Heart Pedestal":"Interactable area that shows collected Session Hearts."},"Extra Holdable Interactions Controller":{"Extra Holdable Interactions Controller":"Lets holdable entities interact with a range of vanilla entities."},"Node Puffer (Left) / Node Puffer (Right)":{"Node Puffer (Left)":"A Puffer that moves between set nodes when interacted with.","Node Puffer (Right)":"A Puffer that moves between set nodes when interacted with."},"Directional Sprites Line":{"Directional Sprites Line":"Displays a line of sprites moving from its position to its node."},"Avert Refill (Up) / Avert Refill (Down) / Avert Refill (Left) / Avert Refill (Right)":{"Avert Refill (Right)":"From KAERRA's Furry Week. Redirects the player's momentum rightwards.","Avert Refill (Up)":"From KAERRA's Furry Week. Redirects the player's momentum upwards.","Avert Refill (Left)":"From KAERRA's Furry Week. Redirects the player's momentum leftwards.","Avert Refill (Down)":"From KAERRA's Furry Week. Redirects the player's momentum downwards."},"Polyhedron Wireframe":{"Polyhedron Wireframe":"A spinning wireframe pyramid/prism."}},"GameBanana/Mod/513512":{"Game Suspension Ignore":{"Game Suspension Ignore":"makes specific entities not be suspended by the RefillFreezeGameSuspension option"},"Zero Frame Protector":{"Zero Frame Protector":"protects the player from zero-framing certain inputs by teleporting them just outside of the trigger. works for rcbs, demos, etc..."}},"GameBanana/Mod/53761":{"Bounce Bumper":{"Bounce Bumper":"A Bumper that sets dashes to zero when touched."},"Bounce Helper Mode (Enable) / Bounce Helper Mode (Disable)":{"Bounce Helper Mode (Enable)":"Enables Bounce Helper's Bounce Mode, needed for everything Bounce Helper.","Bounce Helper Mode (Disable)":"Disables Bounce Helper's Bounce Mode, turning everything back to normal."},"Bounce Dream Block":{"Bounce Dream Block":"Windy Dream Block with customizable speeds."},"Bounce Jellyfish / Bounce Jellyfish (One Dash) / Bounce Jellyfish (Two Dashes)":{"Bounce Jellyfish (Two Dashes)":"Bounce Mode exclusive jellyfish that can dash twice.","Bounce Jellyfish (One Dash)":"Bounce Mode exclusive jellyfish that can dash.","Bounce Jellyfish":"A Jellyfish compatible with Bounce Mode."},"Bounce Move Block / Bounce Move Block (Unknown)":{"Bounce Move Block (Unknown)":"Bounce Move Block that can only be activated by bounces, going in the direction opposite of the side bounced on.","Bounce Move Block":"Customizable Move Block that can be hit off-course via bounces."},"Bounce Refill / Bounce Refill (Two Dashes)":{"Bounce Refill":"Refill that can also refill the Bounce Jellyfish.","Bounce Refill (Two Dashes)":"Two Dashes Refill that can also refill the Bounce Jellyfish."},"Bounce Swap Block / Bounce Swap Block (Moon)":{"Bounce Swap Block":"Refill charged Swap Block, bounces will refill dash while disabling the block.","Bounce Swap Block (Moon)":"Bounce Swap Block that only responds to the Bounce Jellyfish"},"Bounce Zip Mover / Bounce Zip Mover (Moon)":{"Bounce Zip Mover (Moon)":"Bounce Zip Mover that only responds to the Bounce Jellyfish.","Bounce Zip Mover":"Zip Mover that can be activated by wall jumps."}},"GameBanana/Mod/373140":{"Winged Golden Collection Trigger":{"Winged Golden Collection Trigger":"Collects the winged golden when the player stands in it."},"Duplicate Oshiros Remover":{"Duplicate Oshiros Remover":"Ensures (whenever the room is loaded) that only one Oshiro boss entity is alive."}},"GameBanana/Mod/666460":{"Updating Change Respawn / Room-Swap Change Respawn / Death-Handler Change Respawn":{"Updating Change Respawn":"Change respawn trigger that rechecks for spawnpoints when the player enters it.\\nThis ensures the trigger sets the correct spawnpoint, even when it is moved.\\nIf using Room-Swap or Death-Handler, this should be used in place of the regular Change Respawn Trigger.\\nLike the normal trigger, if a node is set, the closest spawnpoint to it is used."},"(Experimental) Death-Handler Throwable Respawn Point":{"(Experimental) Death-Handler Throwable Respawn Point":"Player Respawn that can be thrown.\\nNote: A regular player respawn is still needed in the room."},"(Experimental) Death-Handler Respawn Marker":{"(Experimental) Death-Handler Respawn Marker":"Marks the location of the respawn point (place anywhere in the room).\\nIf Death-Handler Respawn Points are used, will face the same direction as them."},"Room-Swap Controller":{"Room-Swap Controller":"Informs the level on how many rows/cols to swap.\\nThis should be loaded once before entering any swap-zones (load it at the start of the map, or global load it).\\nThe zones DO NOT swap FG/BG tiles.\\nRoom-Swap Respawn Force Same Room Triggers should be added in each template room for respawn points to work properly, and Room-Swap Change Respawn Triggers should be used in place of the regular ones.\\nCollectables/Gates/etc don't properly save between swaps (are room dependent) so don't use them!"},"Temple Gate (Death Count) / Death-Handler Temple Gate (Death Count)":{"Temple Gate (Death Count)":"Temple Gate which opens on certain death counts.\\nThis has additional behaviour when Death-Handler entities are used."},"Room-Swap Modify Room":{"Room-Swap Modify Room":"Trigger that modifies room order"},"Sound Ripple Watchtower":{"Sound Ripple Watchtower":"A watchtower which continously creates sound ripples."},"Conditional Bird Tutorial":{"Conditional Bird Tutorial":"Everest Custom Bird Tutorial with custom ways to activate them and fly-in animation.\\nThe 2 nodes create a zone which can be used for the fly-in condition.\\nEverest Custom Bird Tutorial Trigger works for removing the bird,\\nbut you shouldn't use them to get the birds to show text."},"(Experimental) Death-Handler Death Bypass":{"(Experimental) Death-Handler Death Bypass":"On death, entities inside it and entities overlapping its nodes will persist through the room reload on death.\\nEntities that are removed with the bypass won't appear until a Full Reset (including room transition).\\nNote: This check will rerun each time you die!\\nWarning: This may be buggy with custom entities which are internally made of multiple entities (eg: zip/move blocks)."},"Flag Killbox / Flag Kill Box":{"Flag Killbox":"Flag-toggleable killbox.\\n(When above the killbox, the killbox becomes the new bottom deathzone.)"},"(Experimental) Death-Handler Respawn Point":{"(Experimental) Death-Handler Respawn Point":"Player Respawn that can be attached, be visible, be disabled, etc\\nNote: A regular player respawn is still needed in the room."},"Cassette Beat Block / Cassette Beat Block (Blue) / Cassette Beat Block (Red) / Cassette Beat Block (Yellow) / Cassette Beat Block (Green)":{"Cassette Beat Block":"Multi-noded Block that moves in time with cassette beats."},"Connectable Outline":{"Connectable Outline":"Visual outline that can be connected to other outlines, or attached to an entity."},"Cassette Manager":{"Cassette Manager":"Lets you create cassette music with changing tempo,\\nor force a cassette theme to move to a certain beat."},"(Experimental) Death-Handler Bypass Zone":{"(Experimental) Death-Handler Bypass Zone":"Changes the Death Bypass of entities which pass through it.\\nEntities with Death Bypass will persist through the room reload on death.\\nWarning: This may be buggy with custom entities which are internally made of multiple entities (eg: zip/move blocks)."},"Room-Swap Map":{"Room-Swap Map":"A dynamically changing map that shows the current room order.\\nYou can check for a specific arrangement with the flag\\n{Swap Room Name Prefix}_{row1}{col1}_{row2}{col2}_{row3}{col3}_...\\nfrom left to right, top down. Eg: swap_11_12_13_21_22_23_31_32_33"},"(Experimental) Death-Handler Change Respawn Region":{"(Experimental) Death-Handler Change Respawn Region":"Visible (Updating) Change Respawn Trigger. \\nNodes act as offsets for where the spawnpoints are checked from (they move with the zone).\\nThe tiles themselves can be offset from the tile grid, but the length and height should still be a multiple of a tile!"},"Room-Swap Respawn Force Same Room Trigger":{"Room-Swap Respawn Force Same Room Trigger":"Corrects respawn positions set at a template room to the current room.\\nJust place one of these in every template room."},"Camera Spline Target":{"Camera Spline Target":"Creates a spline from placed nodes. The camera will target the closest part of the spline to the player.\\nThe spline used is the same one used for watchtowers. It is viewable with hitboxes on."},"Incremental Flag":{"Incremental Flag":"Trigger that creates or increments a Flag with a number.\\nEg: Make entering a region adds flagNum2 and removes flagNum1 if flagNum1 is set.\\n(This also creates a counter, for tracking purposes.)"},"Room-Swap Breaker Box":{"Room-Swap Breaker Box":"Breaker Box that modifies room order depending on dash direction. And also does not break."},"Sound Ripple Bell":{"Sound Ripple Bell":"When rung, creates a sound ripple that shows the location of nearby entities, even in the dark.\\nBackground tiles, triggers, decals, and entities with Collidable set to false are not shown.\\nActors are highlighted in red.\\n(You might want to use Communual Helper's GlowController to remove glow from entities.)"},"Sound Ripple Seeker":{"Sound Ripple Seeker":"A seeker with the option to not detect the player if they are behind a background and away from sound ripple sources."},"Tile Entity":{"Tile Entity":"A highly customisable tile entity."},"Room-Swap Map Upgrade":{"Room-Swap Map Upgrade":"Collectable that increases/sets a gridID's map level.\\nThis causes Room-Swap Map to show icons with the name {map level}{file prefix}{row}{col}.\\nEg: icon_11 (level 0) -> 1icon11 (level 1) -> 2icon11 (level 2) -> 3icon11 (level 3) -> ..."}},"GameBanana/Mod/457887":{"Skip Badeline Boost":{"Skip Badeline Boost":"Advances to the specified node in the selected badeline boost entity. If there are multiple boost entities in the level, create a new node and place it close to the target entity."},"Resize Triggers Inside (To Cover This Trigger) / Resize Triggers Inside (To Cover Area) / Resize Triggers Inside (To Cover Polygon) / Resize Triggers Inside (To Cover Screen) / Resize Triggers Inside (To Cover Map) / Resize Triggers Inside (To Cover Fucking Everything)":{"Resize Triggers Inside (To Cover Area)":"Resizes all triggers contained inside this trigger to fit the rectangular area defined by two nodes (corner to corner).","Resize Triggers Inside (To Cover This Trigger)":"Resizes all triggers contained inside this trigger to fit the same bounds as this resize trigger.","Resize Triggers Inside (To Cover Fucking Everything)":"Resizes all triggers contained inside this trigger to cover everything in the game space, including out-of-bounds.","Resize Triggers Inside (To Cover Map)":"Resizes all triggers contained inside this trigger to cover the rectangle bounds covered by the union of the space covered by every room/level in the map.","Resize Triggers Inside (To Cover Screen)":"Resizes all triggers contained inside this trigger to fit the current room/level's bounds, plus some extra vertical space to account for the deathplane and top headroom."},"Strawberry Allowfield":{"Strawberry Allowfield":"The opposite of the Strawberry Blockfield Entity. Considers whatever ground the player is standing on as \"safe ground\" and allows collection of berries, irrespective of the type of ground."},"Grabless Berry Collect":{"Grabless Berry Collect":"Immediately collects all held grabless berries."}},"GameBanana/Mod/676254":{"Special Bumper":{"Special Bumper":"A bumper with many customizable options and modes, with the unique ones being an option to reverse your speed on hit, an option to only launch in 8 directions, and a customizable dash cooldown."},"Flag On Pickup Berry Controller":{"Flag On Pickup Berry Controller":"Sets a flag when the player picks up a berry. This flag will be set again if the flag is disabled and the player picks up another berry."},"Arbitrary Angle Cloud":{"Arbitrary Angle Cloud":"A cloud that can move at any angle instead of just down then up."},"Buffer Fix Spring":{"Buffer Fix Spring":"Buffer Fix Spring=A spring that will not apply forcemove if you dash right after hitting it. Also supports down facing cause I felt like it."},"Screen Size Rectangle (Lonn only)":{"Screen Size Rectangle (Lonn only)":"A rectangle that is the default screen size. Only appears in Lonn and does nothing in game."},"Mirror Customizer":{"Mirror Customizer":"An entity that allows you to give/take away reflections to/from any given entity that is inside this entity."},"Timed Dash Switch":{"Timed Dash Switch":"A dash switch that will unpress itself and close the opened door after a certain time. Can also set a flag while pressed."},"Custom Dash Speed Water":{"Custom Dash Speed Water":"Water that allows you to change the dash speed multiplier while dashing in it (vanilla is always 0.75)"},"Dash Move Block":{"Dash Move Block":"A move block that will activate when dashed into. Also has the option to activate by standing but not until it has been dashed into."},"Reverse Speed Dash Block":{"Reverse Speed Dash Block":"A dash block that reverses the player's speed when broken. Has many customization options for the directions your speed is flipped."},"Flag On Holding Berry Controller":{"Flag On Holding Berry Controller":"Sets a flag while the player is currently holding one or more berries, and unsets it when they are not."}},"GameBanana/Mod/549327":{"Flag Holdable":{"Flag Holdable":"Holdable that may switch between jelly and theo behaviour"},"Modify Collider Trigger":{"Modify Collider Trigger":"Changes the colliders of various entities"}},"GameBanana/Mod/636678":{"Projectile Spawner":{"Projectile Spawner":"Spawns projectiles that KILL you"},"Ghost Hands":{"Ghost Hands":"Scary hands that kill you when you look at them!"},"Basketball / Charged Basketball / Bingle Basketball / Space Basketball":{"Charged Basketball":"It super balls!","Bingle Basketball":"It balls too much! Aaahh!","Space Basketball":"Has no gravity!","Basketball":"It balls!"},"Hoop Forward / Hoop Rotated (Right) / Hoop Rotated (Left) / Hoop Sideways (Right) / Hoop Sideways (Left)":{"Hoop Sideways (Right)":"Throw your holdables inside! Acts as a switch!","Hoop Forward":"Throw your holdables inside! Acts as a switch!","Hoop Sideways (Left)":"Throw your holdables inside! Acts as a switch!"}},"GameBanana/Mod/568903":{"Blender Gameplay Tweaks Override":{"Blender Gameplay Tweaks Override":"Temporarily enables some of the blender's Gameplay Tweaks for a map (without it counting as variations in the end screen)."},"Multi-Room Watchtower":{"Multi-Room Watchtower":"Watchtower that can scroll through to different rooms.\\nNodes work, but it cannot skip rooms, and each room must have at least 1 spot along the nodes that the camera can fit.\\nNote: This may crash in some maps with theo."}}}}